Space Marines
 ]

Resplendent in their Chapter's gleaming red, the Blood Angels have fought for the Emperor since the First Founding. They are amongst the most noble Space Marine Chapters, seeking to always protect the weak and vulnerable - yet this deep sense of integrity and honour is besmirched by a hideous curse they conceal from all outsiders and ever strive to resist.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesFaction Pack111.1July 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Blood Angels
  Blood AngelsFaction Pack111.0June 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Space Marines

Q:While using the Gladius Task Force Detachment, does a Combat Doctrine need to be active for my army in order to use the Adaptive Strategy Stratagem?
A:
No.
Q:If a Hellblaster is destroyed by anything other than an attack or Hazardous test, can that model use its For the Chapter! ability?
A:
No.
Q:Can I use a Captain’s Rites of Battle ability to target that Captain’s unit if it is in Reserves or Strategic Reserves?
A:
Yes.
Q:Does an objective marker that has been Sabotaged by my army using the A Deadly Prize Stratagem remain Sabotaged if my opponent controls it at the start or end of any turn?
A:
Yes. However, while your opponent controls that objective marker, its ability to inflict mortal wounds is not active.
Q:While an Attached unit is embarked within a TRANSPORT, do weapons that TRANSPORT shoots with using the Firing Deck ability benefit from any abilities the attached Leader has (e.g. a LIEUTENANT’s Tactical Precision ability, which grants weapons in its unit the [LETHAL HITS] ability)?
A:
No. Firing Deck enables a TRANSPORT to be equipped with a number of weapons equipped by its passengers, but the TRANSPORT itself is not part of that attached unit.
Q:Can a unit embarked within a TRANSPORT be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves use an Enhancement (following all restrictions outlined by that Enhancement)?
A:
Yes.
Q:If I have two or more Impulsors within 6" of a unit I target with a Stratagem, do each of their Orbital Comms Array wargear abilities trigger?
A:
No, they are Aura abilities and so do not stack.
Q:If I use a Stratagem on a unit within 6" of an Impulsor with an Orbital Comms Array, but I do not roll high enough to gain 1CP as a result of that wargear, if that same unit is within 6" of a different Impulsor that also has an Orbital Comms Array, can I attempt to roll another D6 to try to gain 1CP?
A:
No.
Q:Do multiple instances of the Astartes Banner ability stack?
A:
Yes.
Q:If I select one MONSTER or VEHICLE unit as the target of all of a Stormspeeder Thunderstrike’s ranged weapons, and the first weapon that model makes attacks with scores one or more hits, do I add 1 to the Wound rolls made for attacks with its remaining weapons?
A:
No. Only after you have resolved the attacks with all weapons it is shooting with this phase, has that model shot (see ‘Shot’ in the Rules Appendix, 04.03.04).
Q:When making attacks with a unit from my army, I split my attacks between the first Oath of Moment target selected as part of my army rule and the second Oath of Moment target selected using ROBOUTE GUILLIMAN’S Master of Battle Author of the Codex ability. If I destroy the first Oath of Moment target before resolving my attacks against the second Oath of Moment target, will those attacks against the second Oath of Moment target benefit from the re-rolls to hit?
A:
No. Only after all of the attacks from that unit have been resolved will the second Oath of Moment selection become active.
Q:Which Detachments are considered to be Codex: Space Marines Detachments?
A:
Every Detachment printed in Codex: Space Marines and every Detachment included in the Space Marines Faction Pack.

Faction Pack: Blood Angels

Q:Can I use the Sanguinor’s Miraculous Saviour ability to set it up engaged with two or more enemy units, provided at least one of those enemy units made a charge move this phase?
A:
Yes.

Keywords

ADEPTUS ASTARTES (294);
AIRCRAFT (12);
ANCIENT (6);
APOTHECARY (2);
ARTILLERY (4);
BATTLELINE (10);
BLACK TEMPLARS (19);
BLOOD ANGELS (26);
CAPTAIN (31);
CENTURION (2);
CHAPLAIN (8);
CHAPTER MASTER (10);
CHARACTER (113);
DEATH COMPANY (8);
DEATHWING (38);
DEDICATED TRANSPORT (8);
DREADNOUGHT (19);
EPIC HERO (59);
FLY (50);
FORTIFICATION (1);
FRAME (79);
GRAVIS (11);
GRENADES (131);
IMPERIUM (296);
INFANTRY (160);
JUMP PACK (22);
LAND RAIDER (3);
LIBRARIAN (5);
LIEUTENANT (5);
MOUNTED (24);
PHOBOS (14);
PSYKER (11);
RAVENWING (40);
SANGUINARY PRIEST (3);
SMOKE (67);
SPACE WOLVES (39);
TACTICUS (70);
TECHMARINE (2);
TERMINATOR (21);
TITANIC (7);
TRANSPORT (35);
VEHICLE (107);
WALKER (21)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

On this page you will find several ADEPTUS ASTARTES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Adeptus Astartes - the rules they include are as follows:

1
DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.

Space Marine Chapters

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; Impulsor; Repulsor; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

Deathwatch

Gladius Task Force3DP

Detachment Rule

Combat Doctrines

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.


Enhancements

  • Artificer Armour 20 pts

Crafted by the Chapter’s finest artificers, this suit of armour provides superior protection.

ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

  • The Honour Vehement 15 pts

This stanza is inscribed on thrice-blessed parchment and affixed to its bearers’ wargear with a purity seal, there to inspire them to heroic acts of martial prowess.

ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead.

  • Adept of the Codex 20 pts

An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.

CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle.

  • Fire Discipline 25 pts

This commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit.


Stratagems

ARMOUR OF CONTEMPT
1CP
Gladius Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ONLY IN DEATH DOES DUTY END
2CP
Gladius Task Force – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
HONOUR THE CHAPTER
1CP
Gladius Task Force – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
ADAPTIVE STRATEGY
1CP
Gladius Task Force – Strategic Ploy Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
STORM OF FIRE
1CP
Gladius Task Force – Battle Tactic Stratagem
There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
SQUAD TACTICS
1CP
Gladius Task Force – Strategic Ploy Stratagem
Space Marines know precisely when to give ground in order to leave their enemies floundering, before surging back into the fight and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of the enemy unit that just ended that move.

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Anvil Siege Force2DP

Detachment Rule

Shield of the Imperium

Across blood-drenched battlefields, within towering citadels and isolated orbital stations, the Angels of Death throw back tides of traitors, mutants, xenos and heretics, and purge enemy holdings of foes thanks to their disciplined strategies and fighting skills. All who oppose them are met with volleys of deadly accurate firepower long before they reach the battle-brothers’ razor-sharp blades.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.

Enhancements

  • Indomitable Fury 20 pts

This hero refuses to yield whilst foes remain, fighting back from the brink of death like a vengeful demigod.

GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

  • Fleet Commander 15 pts

The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.

CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.

  • Stoic Defender 15 pts

This commander and their warriors hold their ground tenaciously against even overwhelming numbers.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.

  • Architect of War 25 pts

There are few who have a deeper understanding of the tenets of siege warfare than this warrior.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
Anvil Siege Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RIGID DISCIPLINE
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Cleaving to duty, the Adeptus Astartes refuse to be drawn out of position. Instead they secure ground to establish new fire lines to the enemy.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Your unit can immediately make a Fall Back move of up to 6".

RESTRICTIONS: When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.
NOT ONE BACKWARDS STEP
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Siege warfare is incomparably brutal. Space Marines battle with the fiercest determination to achieve victory, and will fight unto death to hold every defensive line or to secure gains they have wrested from the enemy.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker.

EFFECT: Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.
NO THREAT TOO GREAT
2CP
Anvil Siege Force – Battle Tactic Stratagem
To combat an entrenched force of Space Marines, foes resort to armoured vehicles or packs of murderous monstrosities. Even the greatest of behemoths has a chink in its armour and the Adeptus Astartes are well versed in exploiting such weaknesses.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
BATTLE DRILL RECALL
1CP
Anvil Siege Force – Battle Tactic Stratagem
Space Marines train for countless hours to master their weapons and in the heat of battle can trigger mnemonic patterning to recall their ritual drills and ensure the foe’s destruction.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
HAIL OF VENGEANCE
2CP
Anvil Siege Force – Strategic Ploy Stratagem
Space Marines' incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Ironstorm Spearhead2DP

Detachment Rule

Armoured Wrath

An Ironstorm Spearhead’s commanders guide their assault with pre-cogitated fire solutions, cycling data-gheist inloads and whispered binharic auguries. These ensure their warriors, and the belligerent machine spirits inhabiting their war engines, deliver their fire with inescapable accuracy.

Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.

Enhancements

  • Target Augury Web 30 pts

This spearhead commander uses advanced augmetics to distribute targeting data. With these, they direct the fire of their war engine crews and rouse their machine spirits to operative superiority.

TECHMARINE model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability.

  • The Flesh is Weak 20 pts

The injuries of past battles have seen this warrior heavily rebuilt with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill.

ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability.

  • Adept of the Omnissiah 35 pts

This battle-brother is steeped in hidden technological rites. Should their armoured charges be threatened, a burst of arcane binharic screed can rouse their machine spirits to vigilance.

TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0.

  • Master of Machine War 20 pts

This commander is supremely gifted in the strategies of armoured warfare, understanding the capabilities of every war engine in the Chapters arsenal. Delivering precision orders, they ensure the vehicles under their command inflict the most punishing damage to the enemy even amidst complex manoeuvres.

ADEPTUS ASTARTES model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn.


Stratagems

UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
Space Marines exemplify obdurate tenacity. Even injured, they will never abandon their oaths.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is below its Starting Strength.

EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
ARMOUR OF CONTEMPT
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MERCY IS WEAKNESS
2CP
Ironstorm Spearhead – Battle Tactic Stratagem
Once a foe is marked for destruction, the Angels of Death must not relent until the target is annihilated.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.
VENGEFUL ANIMUS
1CP
Ironstorm Spearhead – Epic Deed Stratagem
Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its slayers, ensuring that vengeance is meted out even in death.
WHEN: Any phase, just after an ADEPTUS ASTARTES VEHICLE model from your army with the Deadly Demise ability is destroyed.

TARGET: That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
ANCIENT FURY
1CP
Ironstorm Spearhead – Epic Deed Stratagem
The heroes entombed within Dreadnoughts have fought across countless war zones throughout their extended existences, perfecting their martial prowess beyond mortal limits.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES WALKER model from your army.

EFFECT: Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.
POWER OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Firestorm Assault Force2DP

Detachment Rule

Close-range Eradication

The Space Marines are the Emperor’s finest shock troops, striking at the foe before they can react. In their rapid, mechanised assaults, Space Marines smash aside the enemy, destroying them at close quarters without mercy.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.

Enhancements

  • Champion of Humanity 10 pts

This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.

TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws).

  • War-tempered Artifice 25 pts

Having laboured long in the Chapter’s forges, this warrior-smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.

ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons.

  • Forged in Battle 15 pts

To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.

  • Adamantine Mantle 20 pts

This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.


Stratagems

ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CRUCIBLE OF BATTLE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
Only where the enemy can be faced eye to eye can a Space Marine be truly tested.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy Stratagem
No time can be wasted in punishing the Emperor's foes. Many are those that deserve death and once one enemy is vanquished, soon must another follow.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT.

EFFECT: Your INFANTRY unit can embark within that TRANSPORT.

RESTRICTIONS: You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic Stratagem
Salvo after salvo of burning promethium unleashed in synchronised waves will leave almost any foe as smouldering ash.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, Torrent weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
ONSLAUGHT OF FIRE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
Armed with targeting data supplied by their transport's augury gheists, warriors erupt from the assault ramps with weapons blazing in ruthless eradication patterns.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
BURNING VENGEANCE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
To open fire on warriors of a Firestorm Assault Force is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Stormlance Task Force3DP

Detachment Rule

Lightning Assault

The warriors of a Stormlance Task Force employ high-speed tactics and hit-and-run warfare. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a thunderbolt the next.

ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.

Enhancements

  • Fury of the Storm 25 pts

This aggressive warrior channels their eagerness to kill into each and every strike. They hit the enemy’s lines with all the ferocity of a raging tempest.

ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearers melee weapons by 2 instead.

  • Portents of Wisdom 15 pts

This warrior has been made privy to omens of great threats in the wars to come. Armed with this knowledge, they and their battle-brothers enter battle with a boldness that some mistake for recklessness.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.

  • Feinting Withdrawal 10 pts

This living legend of the Chapter is known for their calm in the heat of battle. Ever-observant of the ebbs and flows of the engagement, they can withdraw their warriors from the fray in good order, ready to hammer home a torrent of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.

  • Hunter’s Instincts 25 pts

This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

ARMOUR OF CONTEMPT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
BLITZING FUSILLADE
1CP
Stormlance Task Force – Battle Tactic Stratagem
Warriors of Stormlance Task Forces can suddenly pour heavy and accurate fire into the enemy even as they race to finish off any survivors.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well.
FULL THROTTLE
2CP
Stormlance Task Force – Wargear Stratagem
On the eve of riding down the most elusive prey, the task force's expert Techmarines will entreat the engine spirits o f their vehicles, honing the iron steeds' performance to elicit even more speed from them.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.
SHOCK ASSAULT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The Adeptus Astartes are elite troops who strike with all the speed and fury of a searing thunderbolt.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks have [LANCE].
RIDE HARD, RIDE FAST
1CP
Stormlance Task Force – Battle Tactic Stratagem
Like zephyrs dancing across wide horizons, Space Marine riders and pilots can weave lithely around incoming fire with incredible skill.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
WIND-SWIFT EVASION
1CP
Stormlance Task Force – Strategic Ploy Stratagem
Space Marines are loathe to be brought into combat on any others’ terms, especially the warriors of Stormlance Task Forces, whose battlefield tactics revolve around speed and precise, ferocious assaults.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Vanguard Spearhead2DP

Detachment Rule

Shadow Masters

The warriors of a Vanguard Spearhead slip through the shadows, half-seen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as covert specialists encircle their victims and prepare to level the killing blow.

Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack.

Enhancements

  • The Blade Driven Deep 25 pts

This battlefield stalker slips through enemy territory like a spectre, leading their warriors in daring behind-enemy-lines operations.

ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

  • Ghostweave Cloak 15 pts

Hand-stitched by blinded servitors and anointed with distilled blood, this cloak contains strands of mnemothread. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.

ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities.

  • Execute and Redeploy 20 pts

The battle-brothers under this warrior’s command seize every opportunity to strike while the initiative is theirs, harrying the foe with gunfire before returning to the shadows.

PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase.

  • Shadow War Veteran 30 pts

By the time the enemy believes battle has begun, their rear lines have already been attacked at this warriors command - their supply lines cut and their communications in disarray - choking them off from vital battlefield support.

PHOBOS model only. The bearer has the following ability:

Lord of Deceit (Aura): Once per turn, when your opponent targets a unit from their army within 12" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.


Stratagems

A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control.

EFFECT: That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
ARMOUR OF CONTEMPT
1CP
Vanguard Spearhead – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SURGICAL STRIKES
2CP
Vanguard Spearhead – Battle Tactic Stratagem
Every tyrant must fear the assassin's blade, and the vanguard spring ambushes with precision coordination.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
STRIKE FROM THE SHADOWS
1CP
Vanguard Spearhead – Battle Tactic Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
CALCULATED FEINT
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
A feigned retreat can be used to overextend eager foes or draw them into deadly arcs of fire.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One friendly ADEPTUS ASTARTES INFANTRY unit within 12" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a PHOBOS or SCOUT SQUAD unit.

RESTRICTION: You cannot select a unit that is within Engagement Range of one or more enemy units.
GUERRILLA TACTICS
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: Each unit selected for this Stratagem must be more than 3" away from all enemy models.

1st Company Task Force2DP

Detachment Rule

Extremis-level Threat

The 1st Company’s veterans have fought at the forefront of their Chapter’s wars for many mortal lifespans. Experience has taught them to identify the foe’s lethal threats and to lead their battle-brothers to purge them from existence.

Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well.

Enhancements

  • The Imperium’s Sword 25 pts

This hero and the veterans they lead cut down their foes like a reaping whirlwind.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well.

  • Fear Made Manifest (Aura) 30 pts

This warrior personifies the Emperor’s wrath.

ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.

  • Rites of War 10 pts

The commanders of the 1st Company vow before the Chapter and the Emperor to secure victory.

ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well.

  • Iron Resolve 15 pts

This hero shrugs off even horrendous wounds.

ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
1st Company Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
HEROES OF THE CHAPTER
1CP
1st Company Task Force – Battle Tactic Stratagem
When the fighting is at its fiercest, the veteran warriors of the Chapter truly show their quality.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.
TERRIFYING PROFICIENCY
1CP
1st Company Task Force – Strategic Ploy Stratagem
The 1st Company's veterans unleash their skills with an efficiency that is harrowing to witness.
WHEN: Your Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase.

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
DUTY AND HONOUR
1CP
1st Company Task Force – Strategic Ploy Stratagem
Adeptus Astartes veterans claim critical objectives in daring strikes, annihilating resistance in their Chapter’s name before sweeping onto their next target.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ORBITAL TELEPORTARIUM
1CP
1st Company Task Force – Strategic Ploy Stratagem
Teleportarium chambers within orbiting strike cruisers are able to perform site-to-strike teleportations for Terminator-armoured battle-brothers in extremis.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
LEGENDARY FORTITUDE
1CP
1st Company Task Force – Battle Tactic Stratagem
Many are the legendary tales of the 1st Company holding their ground against the odds, weathering assaults that would have swept away lesser warriors.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit.

EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Bastion Task Force2DP

Where Imperial battle lines must hold against ferocious enemy pressure, a task force may be deployed to weather the storm until more numerous forces can move in to secure the area. Such a strategic deployment sees the Adeptus Astartes leverage their redoubtable fortitude and indomitable will to the maximum. They cannot fight battles of attrition, for their lives are too valuable to be wasted in the kind of slugging matches that should be reserved for the Astra Militarum. Instead, the Space Marines rely upon local tactical manoeuvrability and the flexible nature of their core infantry to put the teachings of the Codex Astartes to best use. Aggressive defence, localised counterattacks and frequent, rapid redeployment sees elite squads and heavy assets flawlessly supported by the more numerous battle-line troops.

Detachment Rule

Interlocking Tactics

Employing the full breadth of combined arms tactics taught by the Codex Astartes, mainstay squads hit and fade, blunting enemy attacks while acquiring auspex data to guide the targeting of their more heavily armed comrades.

ADEPTUS ASTARTES BATTLELINE units from your army:

Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1.

Enhancements

  • Eye of the Primarch 10 pts

This master crafted microauspex integrates with the bearer’s auto-senses and feeds superior targeting data to them and their squad.

ADEPTUS ASTARTES model only. Ranged weapons equipped by the bearer and BATTLELINE models in the bearer’s unit have the [PRECISION] ability.

  • Hero of the Chapter 20 pts

A storied and inspirational exemplar of their Chapter’s virtues, this war leader is an inspirational presence amongst the ranks of their battle-brothers.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, the bearer has the BATTLELINE keyword.

  • Blades of Valour 15 pts

This officer and their honour guard of dedicated battle-brothers have been presented with masterwork combat blades in recognition of the selfless battle they are about to fight.

ADEPTUS ASTARTES model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer and BATTLELINE models in the bearer’s unit by 1.

  • Bombast Omnivox 15 pts

This remarkable technological relic is mounted within the bearer’s armour gorget and facilitates code-hardened, rapid-exchange intelligence dissemination while in battle.

ADEPTUS ASTARTES model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if the bearer’s unit has the BATTLELINE keyword: on a 4+, you gain 1CP.


Stratagems

CODEX DISCIPLINE
1CP
Bastion Task Force – Battle Tactic Stratagem
Holding to the teachings of the Codex Astartes, these warriors unleash disciplined volleys of firepower.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well.
GUIDED DISRUPTION
1CP
Bastion Task Force – Strategic Ploy Stratagem
Employing auspex data to reveal weak points in the foe’s formation, the Space Marines exploit these to sow confusion and suppress their targets.
WHEN: Your Shooting phase or the Fight phase, just after an ADEPTUS ASTARTES BATTLELINE unit from your army has finished making its attacks.

TARGET: That ADEPTUS ASTARTES BATTLELINE unit.

EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the MONSTER or VEHICLE keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.
LIGHT OF VENGEANCE
1CP
Bastion Task Force – Battle Tactic Stratagem
With their frailties exposed by the harsh glare of auspex analysis, the foe are easy prey for the Space Marine’s vengeful onslaught.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the BATTLELINE keyword.
SHOCK BOMBARDMENT
1CP
Bastion Task Force – Strategic Ploy Stratagem
An auspex-guided hail of shock charges blinds the foe’s targeting systems and skews their aim.
WHEN: Your Shooting phase or the Fight phase, just after an ADEPTUS ASTARTES BATTLELINE unit from your army finished making its attacks.

TARGET: That ADEPTUS ASTARTES BATTLELINE unit.

EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
ANGELS DEFIANT
1CP
Bastion Task Force – Battle Tactic Stratagem
All too aware of their vital role in holding the foe at bay, these battle-brothers refuse to yield to even the most grievous of wounds.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
HERESY UNDONE
1CP
Bastion Task Force – Strategic Ploy Stratagem
Tactical scans and cogitator analysis have revealed the enemy’s debase schemes, rendering their movements easier to anticipate and counter.
WHEN: Your Shooting phase or your Charge phase.

TARGET: One ADEPTUS ASTARTES unit (excluding BATTLELINE units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit.

Orbital Assault Force2DP

There is arguably no method of Space Marine warfare more iconic than the decisive combat drop from orbit. Certainly, as Captain Titus and his fellow Ultramarines rush to defend successive sites along the borders of Ultramar, it is a strategy that they have employed time and again. Aiming to maximise the impact of the Adeptus Astartes as highly elite – but almost always outnumbered – shock assault troops, they launch waves of heavy transports and gunships from the embarkation decks of a strike cruiser skimming the upper atmosphere. Drop Pods slam down amongst the foe, disgorging Space Marines whose guns are already blazing and chainswords roaring before the enemy even realise they are under attack. Reality buckles and unnatural lightning leaps as Terminators teleport in to add their fury to the sudden onslaught.

Detachment Rule

Rapid-drop Deployment

Through the use of teleportation, Drop Pods and gunship insertion, entire strike forces of Space Marines and even their armoured support can deploy from orbit in a matter of moments, a capability that in and of itself has won entire wars.

At the start of the Declare Battle Formations step, select a number of ADEPTUS ASTARTES units (excluding TITANIC units) from your army based on the battle size, as shown below. Models in those units have the Deep Strike ability.

BATTLE SIZENUMBER OF UNITS
Incursion2
Strike Force3
Onslaught4

Each time an ADEPTUS ASTARTES model from your army makes an attack, if it was set up on the battlefield this turn, re-roll a Wound roll of 1. If it disembarked from a DROP POD this turn, re-roll a Hit roll of 1 as well.

Enhancements

  • Laurels of Thunder 15 pts

This honour is awarded to those Space Marine officers who display greatest vigour during orbital drops.

ADEPTUS ASTARTES model only. You can re-roll Charge rolls made for the bearer’s unit in a turn in which it was set up on the battlefield.

  • Veteran of the Vanguard 20 pts

Long experience leading Phobos-armoured vanguard strikes has taught this warrior many lessons about swift and stealthy attacks.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.

  • Orbital Uplink Reliquary 25 pts

Though it appears a morbid trinket of faith, in truth this device contains a powerful microcogitator linked to the strategium of the orbiting strike cruiser, which helps the bearer coordinate rapid strategic redeployments.

ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

  • Dedicated Gunship 15 pts

Bulky and somewhat lumbering as they are, Terminator squads – or even particularly vital officers wearing Terminator plate – may be assigned a gunship for swift combat extraction and relocation mid-battle.

ADEPTUS ASTARTES TERMINATOR model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves.


Stratagems

SUPPRESSION STRAFING
1CP
Orbital Assault Force – Strategic Ploy Stratagem
As the Space Marines storm forward, their gunships and fighter craft streak overhead, hammering enemy positions with hails of fire to keep the foe pinned.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

RESTRICTIONS: You cannot use this Stratagem more than once per battle round.
TACTICAL DECAPITATION
1CP
Orbital Assault Force – Battle Tactic Stratagem
By rapidly eliminating localised enemy leaders, the Space Marines keep the foe off balance and hamper organised resistance to their onslaught.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
SHOCK ONSLAUGHT
1CP
Orbital Assault Force – Strategic Ploy Stratagem
The sheer devastating momentum of a Space Marine drop assault shatters one enemy battle line after another.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
AUTO‑SENSE COORDINATION
1CP
Orbital Assault Force – Battle Tactic Stratagem
By binding the datafeeds from their auto-senses, these battle-brothers generate triangulated targeting solutions for close-quarters fire spreads.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a DROP POD or while targeting an enemy unit within 12".
BLIND SCREEN
1CP
Orbital Assault Force – Strategic Ploy Stratagem
Autolaunchers spit a precogitated spread of blind grenades to baffle organic and mechanical targeting.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit (excluding TITANIC units) from your army that was selected as the target of one or more of the attacking unit’s attacks and one friendly ADEPTUS ASTARTES SMOKE VEHICLE or DROP POD unit within 9" of it.

EFFECT: Until the end of the phase, models in your units have the Stealth ability and each time a ranged attack targets one of your units, models in that unit have the Benefit of Cover against that attack.
ONWARD FOR THE EMPEROR
1CP
Orbital Assault Force – Strategic Ploy Stratagem
There is always another battle to be fought, and the Space Marines waste no time in fighting it.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was not set up on the battlefield this turn and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ADEPTUS ASTARTES unit is wholly within 6" of that TRANSPORT, it can embark within it.

Ceramite Sentinels3DP

Some Space Marines – most notably the gene-sons of Dorn – are as lethal when defending a fortified position as they are when attacking suddenly from orbit. These specialists in both offensive and defensive siegecraft can turn even the most bullet-riddled and crumbling ruin into a veritable fortress. Equally, they are expertly trained in picking off foes dug-in behind barricades and ramparts, and in rapidly clearing out garrison forces who believed themselves safe behind their walls. Typically, Space Marines operating in this fashion establish temporary battlefield strongpoints where they can meet and halt the advance of some powerful foe before switching to the offensive the moment the enemy’s momentum stalls. Equally, though, on those rare occasions that the Adeptus Astartes are called upon to garrison a true fortress, these forces are as immovable as they are brutal. Shrugging off incoming fire, raining down their own furious volleys in return and launching punishing counterassaults, they destroy all who assail them.

Detachment Rule

Adaptive Defence

These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe’s every attempt to advance and dislodge them.

Each time an ADEPTUS ASTARTES model from your army makes an attack, if that model’s unit is within a terrain feature, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

ADEPTUS ASTARTES units from your army gain the ENTRENCHED keyword while all of the following are true:
  • That unit is within a terrain feature.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

Enhancements

  • Honour Indefatigable 25 pts

This rare honour badge celebrates a warrior who refuses to give up, even in the face of apparently certain death.

GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

  • Castellum Omnivox 20 pts

This unique vox-and-augur augmetic provides the bearer with unparalleled tactical data vital to coordinating an aggressive defence in battle.

ADEPTUS ASTARTES model only. Each time the bearer’s unit makes a Fall Back move, select one of the following to apply to that unit until the end of the turn:

  • That unit is eligible to perform an Action in a turn in which it Fell Back.
  • That unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Spy-skull Data Link 15 pts

Several artificer-crafted and heavily shrouded servo-skulls are tethered to this device, their linked visual feeds making the bearer nigh impossible to evade.

ADEPTUS ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

  • Defensive Mastery 25 pts

Few officers of the Chapter can match this commander’s talent for cunning defensive troop dispositions.

ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.


Stratagems

UNYIELDING MIGHT
1CP
Ceramite Sentinels – Battle Tactic Stratagem
Knowing that this strategically vital site must be secure for the defence lines to hold, Space Marines stand indomitable in the face of the foe.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristics of models in your unit.
PRIORITY STRIKE
2CP
Ceramite Sentinels – Battle Tactic Stratagem
Eliminating key enemy assets is crucial to stalling then reversing the foe’s momentum.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
ARMOUR OF CONTEMPT
1CP
Ceramite Sentinels – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
STAND TO THE END
1CP
Ceramite Sentinels – Epic Deed Stratagem
Aware of how vital it is that the defence line holds, these warriors fight even to their last breath.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is an ENTRENCHED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
AUGMENTED TARGETING
1CP
Ceramite Sentinels – Battle Tactic Stratagem
Auto-sense targeting subroutines specially adapted for defensive fire patterns aid these warriors’ aim.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. If your unit is ENTRENCHED, until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [LETHAL HITS] abilities instead.
EVASIVE REPOSITIONING
1CP
Ceramite Sentinels – Strategic Ploy Stratagem
Codex doctrine when conducting an aggressive defence is to swiftly take up new positions whenever the foe finds your range.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6". If your unit is ENTRENCHED, you can re-roll the D6 to determine how far your unit can move.

Armoured Speartip3DP

The largest and most powerful vehicles in the armouries of Adeptus Astartes Chapters combine the firepower of a true battle tank with the carrying capacity of an armoured transport to bear Space Marines into the heart of battle. Land Raiders slam through walls, toppling buildings and scattering cowering infantry before dropping their assault ramps and deploying battle-brothers into the midst of stunned foes. Repulsors obliterate bunker lines and screening units with their suite of heavy weapons before unloading their complements of warriors. Meanwhile, Stormraven Gunships descend from the heavens, strafing enemies and dropping further reinforcements onto crucial objectives. When subjected to such a frightening display of combined arms warfare, most foes find their battle lines disordered and broken. By the time a response is mustered, the Space Marines are loading up in their heavy transports once more, destined for the next battle and leaving only ruin in their wake.

Detachment Rule

Rapid Deployment

Land Raider, Repulsors and other armoured transports plunge headlong into the heart of enemy formations, weathering heavy firepower to deploy their cargo of elite Space Marines into battle.

Each time an ADEPTUS ASTARTES unit from your army disembarks from a TRANSPORT (excluding FLY) that made a Normal or Advance move this phase (excluding those that arrived from Strategic Reserves), that disembarked unit can make a Normal move of up to D6", or a Normal move of up to D3+3" instead if that TRANSPORT is a HEAVY TRANSPORT (see below).

Keywords
ADEPTUS ASTARTES TRANSPORT units from your army (excluding FLY) that have a Wounds characteristic of 14+ have the HEAVY TRANSPORT keyword.

Enhancements

  • Liberator 15 pts

A dauntless conqueror and liberator of worlds, this intimidating champion inspires confidence in their battle-brothers and abject fear in the enemy.

ADEPTUS ASTARTES model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any HEAVY TRANSPORT it is embarked within) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

  • Tip of the Spear 40 pts

This aggressive front-line commander knows the value of speed and decisive manoeuvre.

ADEPTUS ASTARTES model only. If the bearer starts the battle embarked within a TRANSPORT, that TRANSPORT has the Scouts 6" ability.

  • Shock Deployment 20 pts

From the ramps of armoured transports, elite infantry deploy swiftly, unleashing fire on overawed enemies.

Adeptus Astartes Terminator or GRAVIS model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a TRANSPORT this turn, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

  • Armoured Commander 25 pts

This veteran commander of mechanised infantry utilises its manoeuvrability to ensnare the foe.

ADEPTUS ASTARTES model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly ADEPTUS ASTARTES TRANSPORT that is in Strategic Reserves. Until the end of the phase, for the purposes of setting up that TRANSPORT on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

MACHINE WRATH
1CP
Armoured Speartip – Epic Deed Stratagem
In a last act of vengeance, the doomed crew of this burning transport drive into the midst of the enemy.
WHEN: Any phase, just after a HEAVY TRANSPORT unit from your army with the Deadly Demise ability is destroyed.

TARGET: That HEAVY TRANSPORT unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
ARMOUR OF CONTEMPT
1CP
Armoured Speartip – Strategic Ploy Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RAPID EMBARKATION
1CP
Armoured Speartip – Wargear Stratagem
With steely discipline, Space Marine battle-brothers mount up swiftly, even as the enemy closes in.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly HEAVY TRANSPORT it is able to embark within.

EFFECT: If your ADEPTUS ASTARTES INFANTRY unit is wholly within 6" of that HEAVY TRANSPORT, it can embark within it.
CERAMITE SLEDGEHAMMER
1CP
Armoured Speartip – Strategic Ploy Stratagem
The mightiest Space Marine transports are unstoppable on the advance.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. In addition, if your unit is a HEAVY TRANSPORT, when making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
ADVANCED DEPLOYMENT
1CP
Armoured Speartip – Strategic Ploy Stratagem
Coaxing the utmost from roaring engines, transport crews strive to deploy their passengers as close as possible to their assigned objectives.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move this phase, and cannot declare a charge in the same turn (unless your TRANSPORT has the Assault Ramp ability), but can otherwise act normally.
PURGATION DOCTRINE
1CP
Armoured Speartip – Battle Tactic Stratagem
Emerging from their transports, Space Marine infantry ruthlessly clear enemy positions.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll (if your unit disembarked from a HEAVY TRANSPORT this turn, add 1 to the Wound roll as well).

Headhunter Task Force2DP

Veteran tank crews pilot their vehicles as though they were extensions of their bodies and wills. The crews lend their multi-spectral auto-senses, transhuman reactions, heightened strategic and tactical awareness, and fearless martial focus. The tanks, meanwhile, contribute bellicose machine spirits, potent weaponry, advanced systems and durable armour. When such crews and their war engines are fielded en masse, the result is an elite armoured formation capable of prosecuting the most complex or high-risk operations whilst eliminating dangerous targets. Be it stalking and felling enemy super-heavy war engines, smashing a path through fortifications or destroying the foes’ armour, Space Marine tank crews excel. Under covering fire from Vindicators, squadrons of Predators and Gladiators drive home armoured assaults that overwhelm the foe amidst storms of laser blasts and bolt rounds, leaving only shell-shocked remnants for the infantry to mop up.

Detachment Rule

Target Sighted

Space Marine crews are relentless in their pursuit of assigned targets, coaxing every last trace of power from their war machines and demonstrating exemplary gunnery even under heavy fire.

Each time a TANK ACE unit from your army (see below) Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.

Each time a TANK ACE unit from your army shoots in your Shooting phase, if that unit did not Advance this turn, you can re-roll the Damage roll.

KEYWORDS
ADEPTUS ASTARTES VEHICLE units from your army (excluding FORTIFICATIONS, DROP PODS, WALKERS and units that can FLY) have the TANK ACE keyword.

In the Muster Armies step, you can select up to three TANK ACE units from your army to gain the CHARACTER keyword.

Designer’s Note: This means that the selected units can be given Enhancements, and one of them can be selected as your WARLORD.

Enhancements

  • Redoubtable Machine Spirit 25 pts

This ancient war machine has endured millennia of battle, and its belligerent machine spirit has only become more obdurant.

ADEPTUS ASTARTES VEHICLE model only. The bearer has a 5+ invulnerable save and, at the end of your Command phase, the bearer regains 1 lost wound.

  • Gunnery Honours 20 pts

The crew of this war machine demonstrate exemplary gunnery and have earned the highest honours for their craft.

ADEPTUS ASTARTES VEHICLE model only. Once per phase, you can re-roll one Hit roll, one Wound roll and one Damage roll for the bearer.

  • Firestorm Coordinators 20 pts

This vehicle’s fire control systems incorporate ancient yet highly advanced logic engines, which assist the crew in obtaining firing solutions and keeping up an exceptionally rapid rate of fire.

ADEPTUS ASTARTES VEHICLE model only. Ranged weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

  • Astartes Tank Ace (Aura) 40 pts

The commander of this battle tank is a storied tank ace whose exploits are the stuff of Chapter legend. Crews who fight at their side are inspired by their aggression and eagerness to join the battle.

ADEPTUS ASTARTES VEHICLE model only. In your Shooting phase, while a friendly ADEPTUS ASTARTES VEHICLE unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [ASSAULT] ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
Headhunter Task Force – Strategic Ploy Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TARGET WEAK POINT
1CP
Headhunter Task Force – Battle Tactic Stratagem
Targeting vulnerable joints or seams between armoured plates, Space Marine gunners increase the effectiveness of their weapons.
WHEN: Your Shooting phase.

TARGET: One TANK ACE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, improve the Armour Penetration characteristic of that attack by 1.

RESTRICTIONS: A unit cannot be targeted with this and the Kill Shot Stratagem in the same phase.
KILL SHOT
1CP
Headhunter Task Force – Battle Tactic Stratagem
Space Marines are ruthless in culling weakened foes.
WHEN: Your Shooting phase.

TARGET: One TANK ACE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, re-roll a Wound roll of 1. If the target unit is below its Starting Strength, you can re-roll the Wound roll instead.

RESTRICTIONS: A unit cannot be targeted with this and the Target Weak Point Stratagem in the same phase.
RAPID GUNNERY
1CP
Headhunter Task Force – Strategic Ploy Stratagem
Advanced targeting systems and the skill of transhuman gunners ensure that Space Marine tanks keep up a punishing rate of fire, even when extracting themselves from a press of enemies.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
REACTIVE REPOSITIONING
1CP
Headhunter Task Force – Strategic Ploy Stratagem
Reacting swiftly to enemy movements, this tank’s crew reposition their vehicle, angling armour or taking up an advantageous firing position.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One TANK ACE unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that is within 8" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6".
MACHINE VENGEANCE
1CP
Headhunter Task Force – Epic Deed Stratagem
Bellicose in the extreme, this vehicle’s machine spirit demands immediate vengeance for the hurts it has incurred.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One TANK ACE unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is visible and an eligible target.

Vengeful Hosts1DP

VETERANS OF ARMAGEDDON’S WARS, THESE ANGELS OF DEATH BRING VENGEANCE FROM ON HIGH

Detachment Rule

Imperator Unleashed

The warrior hosts deployed in Operation Imperator know they must strike with decisive fury if they are to break their foes.

In a turn a friendly ADEPTUS ASTARTES FLY INFANTRY unit made an ingress/charge move, that unit’s attacks can re-roll hit rolls of 1.

Enhancements

  • Avenging Angel 20 pts

Descending on wings of fire, this warrior spreads terror of Imperial vengeance through the ranks of the foe.

ADEPTUS ASTARTES FLY INFANTRY model only. When this unit ends an ingress move, select up to one enemy unit within 9" of this unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

  • Orksbane 20 pts

The machine spirit of this ancient relic weapon is said to hate Orks with a vehemence that kills them on contact.

ADEPTUS ASTARTES FLY INFANTRY model only. This model has the following weapon:

Forged by Organghast the Haemomancer, the Blood Glaive absorbs the viscera of those victims it slays. Sloughing off parts of its blade that have become nicked in battle, the freshly harvested gore is used to rehone its crimson edge.

MELEE WEAPONS
RANGE
A
WS
S
AP
D
Orksbane cleave 2
Orksbane cleave 2
Melee
4
2+
8
-2
3

Stratagems

METEORIC ONSLAUGHT
1CP
Vengeful Hosts Stratagem
Jump jets blazing, these Space Marine shock troops slam into their foes with bone-breaking force.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES FLY INFANTRY unit that made a charge move this turn is selected to attack.

TARGET: That friendly ADEPTUS ASTARTES FLY INFANTRY unit.

EFFECT: Your unit’s melee attacks have +1 S.
PURGE BY SECTORS
1CP
Vengeful Hosts Stratagem
Focused on sweeping the Ork threat from Armageddon, if these warriors find themselves unengaged, they press swiftly onward.
WHEN: End of the Fight phase.

TARGET: One friendly unengaged ADEPTUS ASTARTES FLY INFANTRY unit that was eligible to fight this phase.

EFFECT: Your unit can make a normal move of up to D3+3".
KNOW NO FEAR
1CP
Vengeful Hosts Stratagem
Inspired by duty, these warriors reject dismay and fight on with renewed fury.
WHEN: Your Command phase.

TARGET: One friendly battle-shocked ADEPTUS ASTARTES unit. You can target that unit with this stratagem even though it is battle-shocked.

EFFECT: Your unit is no longer battle-shocked.

Fulguris Task Force1DP

ANTI-GRAV SPEEDERS HIT THE FOE WITH THUNDEROUS FIREPOWER AT DEADLY VELOCITIES

Detachment Rule

Skystrike

With howling engines and a buffeting of anti-gravitic forces, a Chapter’s massed combat skimmers plunge into the midst of battle with guns blazing.


Enhancements

  • Bellicose Weapon SpiritsUPGRADE 15 pts

Entreated by veteran gunners, this skimmer’s potent weapons unleash their spirits’ wrath in bursts of excoriating destruction.

SPEEDER unit only. This unit can re-roll:

  • Damage rolls.
  • Rolls to determine the A of a weapon.

  • Raptorial Cogitator CoreUPGRADE 15 pts

The pinpoint firing solutions woven in runic screed by this vehicle’s logic engine speak to its predatory instincts.

SPEEDER unit only. This unit’s ranged attacks have [IGNORES COVER].


Stratagems

DATA-LINK AUGURY
1CP
Fulguris Task Force Stratagem
Speeder crews are trained to exploit their craft’s reconnaissance augurs in a data-link with its weapons to target suddenly revealed foes.
WHEN: Your Shooting phase, when a friendly SPEEDER unit is selected to shoot.

TARGET: That SPEEDER unit.

EFFECT: Select one enemy unit within 24" of your unit. That enemy unit has +6" detection range until your unit has shot.
REACTIVE EVASION
1CP
Fulguris Task Force Stratagem
Triggering sudden flows of power to engines and manoeuvring planes, aggressive advances by the foe can be left foundering in a skimmer’s wake.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged SPEEDER unit.

TARGET: That SPEEDER unit.

EFFECT: Your unit can make a normal move of up to D3+3".
ANTI-GRAV SURGE
1CP
Fulguris Task Force Stratagem
The anti-grav plates of this combat skimmer thrum with extra power, powering the craft into the atmosphere from where it can redeploy.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged SPEEDER unit.

EFFECT: Place your unit in strategic reserves.

Librarius Conclave1DP

WARRIOR‑MYSTICS OF THE CHAPTER UNLEASH SUPERNATURAL WARP‑FUELLED POWERS

Detachment Rule

Psychic Disciplines

Librarians spend their lives mastering psychic disciplines, learning how to manipulate the energies of the Immaterium to confound their foes and embolden their battle-brothers.

At the start of the battle round, select one of the following Psychic Disciplines abilities. Friendly ADEPTUS ASTARTES PSYKER units have that ability until the end of the battle round.
  • Biomancy Discipline: This unit has +2" M.
  • Divination Discipline: This unit’s attacks can:
    • Re-roll hit rolls of 1.
    • Re-roll wound rolls of 1.
  • Pyromancy Discipline: This unit’s ranged attacks that target an enemy unit within 12" of this unit have +1 AP.
  • Telekinesis Discipline: Ranged attacks that target this unit have -1 S.
  • Telepathy Discipline: This unit’s attacks can ignore modifiers to BS, WS and hit rolls.

Enhancements

  • Celerity 35 pts

The powers of the Immaterium flow through the psyker, heightening his speed and that of his battle-brothers.

ADEPTUS ASTARTES PSYKER model only.

  • When this unit is selected to make an advance move, that move does not prevent this unit from being eligible to declare a charge.
  • When this unit is selected to make a fall-back move, if this unit has the Biomancy Discipline ability, that move does not prevent this unit from being eligible to declare a charge.

  • Prescience 20 pts

Those who specialise in prognostication may foresee the flow of battle and position their allies accordingly.

ADEPTUS ASTARTES PSYKER model only (excluding TERMINATOR models). (Once per turn per unit) In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of:

  • Up to D6".
  • Or: If this unit has the Divination Discipline ability, up to 6".

  • Obfuscation 25 pts

By manipulating the minds of the foe, practitioners of telepathy may obfuscate their presence.

ADEPTUS ASTARTES PSYKER model only.

  • Enemy units cannot target this unit with snap shooting attacks.
  • If this unit has the Telepathy Discipline ability, this unit has -3" detection range.

  • Temporal Corridor 25 pts

Folding existence around an invisible path along which time is altered, the Librarian propels his allies across the battlefield with supernatural swiftness.

ADEPTUS ASTARTES PSYKER model only.

  • If this unit has the Telekinesis Discipline ability, this unit has Deep Strike.
  • At the end of your opponent’s Fight phase, if this unit is unengaged, you can use this ability. If you do:

  • Fusillade 25 pts

The Librarian wreathes the ammunition of his allies in armour-eroding halos of azure fire.

ADEPTUS ASTARTES PSYKER model only. This unit’s ranged attacks have:

  • [LETHAL HITS]
  • If this unit has the Pyromancy Discipline ability, [SUSTAINED HITS 1].

Subversion Assets1DP

STEALTHY BATTLE-BROTHERS AND NEOPHYTES ELIMINATE THE FOE'S LURKING THREATS

Detachment Rule

Nowhere to Hide

With transhuman instincts, auto-senses, and more specialised equipment, a Chapter’s masters of clandestine warfare are able to unmask the foe, leaving them ripe for swift eradication.

Friendly PHOBOS/SCOUT SQUAD units have the following ability:

Transhuman Perception: In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is detected:
  • While a unit is detected, that unit has +3" detection range.

Enhancements

  • Shroud Field 20 pts

This camouflaging field projector employs a chameleonic twisting of emissions whose secrets the Techmarines cannot reproduce. It mantles its bearer as if with a spectral shroud and masks his approach to his doomed target.

PHOBOS model only. This model has:

  • Lone Operative.
  • Stealth.

  • Death in the DarkUPGRADE 15 pts

To slay the hidden foe where they lurk, where their deaths go unmarked and unremembered, is to deny their hateful lives meaning.

INFANTRY PHOBOS unit only. This unit’s attacks that target a hidden unit have +1 to hit rolls.


Stratagems

ADAPTIVE OPERATIONS
1CP
Subversion Assets Stratagem
Those warriors who operate far from Chapter reinforcement maintain their lethal fire even while conducting vital strategic operations.
WHEN: Your Shooting phase, when a friendly PHOBOS/SCOUT SQUAD unit starts an action.

TARGET: That PHOBOS/SCOUT SQUAD unit.

EFFECT: That action does not prevent your unit from being eligible to shoot.
STRIKE FROM THE SHADOWS
1CP
Subversion Assets Stratagem
Holding to the shadows and choosing victims with care, stealthy warriors winnow the enemy ranks without ever revealing their positions.
WHEN: Your Shooting phase, when a friendly PHOBOS/SCOUT SQUAD unit has shot.

TARGET: That PHOBOS/SCOUT SQUAD unit.

EFFECT: Those ranged attacks do not prevent your unit from being hidden.
CLOAKED POSITION
1CP
Subversion Assets Stratagem
When still, silent and further masked by cameleoline materials or drifting smoke, a Chapter’s forward operatives are almost impossible to spot until it is too late.
WHEN: Start of your opponent’s Movement phase.

TARGET: One friendly unengaged PHOBOS/SCOUT SQUAD unit.

EFFECT: Your unit has -3" detection range until the end of the turn.

Blood Angels Codex Supplement

Introduction

Below you will find several Blood Angels Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Blood Angels - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here(see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your Characters Enhancements.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

The Sons of Sanguinius

The noble Blood Angels favour swift, mobile warfare. Clad in crimson, the Sons of Sanguinius close in on their foes with lightning speed. Above, angels clad in burnished gold soar from the heavens to crash into their foes. The Death Company, afflicted by a terrible genetic curse, thunder into the foe with inhuman savagery, their black plate flecked with the blood of their victims.

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit's Chapter. For example, Lemartes has both the ADEPTUS ASTARTES and BLOOD ANGELS Faction keywords, and is therefore from the Blood Angels Chapter.
  • You cannot include units from more than one Chapter in your army.

Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Blood Angels Chapter, but they can also be used to represent any Blood Angels successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Blood Angels Chapter on the tabletop should only include BLOOD ANGELS EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Mephiston is the Chief Librarian of the Blood Angels, for example, and not of any of their successors.

Liberator Assault Group3DP

Detachment Rule


Red Thirst

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.

RESTRICTIONS
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Speed of the Primarch 25 pts

Such is this warriors rage-fuelled speed, it is as if the Primarch himself fights alongside his sons.

ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Rage-fuelled Warrior 35 pts

Fury burns in this warrior's soul. A single moment of savage brutality stands between them and the maddening embrace of the Black Rage.

ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearers melee weapons have the [sustained hits 3] ability.

  • Icon of the Angel 20 pts

The Icon of the Angel reminds the Blood Angels of the heretics who fled after laying low Sanguinius, exhorting them to let no enemy escape their grasp again.

ADEPTUS ASTARTES model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

  • Gift of Foresight 15 pts

This heroic warrior bears a glimmering of Sanguinius' prophetic gifts. Flashes of foresight allow him to weave around his enemy's blows with supernatural skill.

ADEPTUS ASTARTES model only. Once per battle round, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.


Stratagems

ANGELIC GRACE
1CP
Liberator Assault Group – Strategic Ploy Stratagem
Sanguinius' sons are blessed with the spiritual fortitude of their Primarch.
WHEN: Any phase, just after an ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
ARMOUR OF CONTEMPT
1CP
Liberator Assault Group – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SAVAGE ECHOES
1CP
Liberator Assault Group – Battle Tactic Stratagem
The Sons of Sanguinius may embrace the Red Thirst but for a moment, if the need arises.
WHEN: Your opponent’s Charge phase.

TARGET: One ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit.

EFFECT: Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit.
RED RAMPAGE
1CP
Liberator Assault Group – Battle Tactic Stratagem
In times of great desperation, fury and ferocity can be a warrior's strongest allies.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities.
AGGRESSIVE ONSLAUGHT
1CP
Liberator Assault Group – Strategic Ploy Stratagem
The Blood Angels enact a sweeping advance.
WHEN: Your Movement phase, just after an Adeptus Astartes unit from your army has Advanced.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced.
RELENTLESS ASSAULT
1CP
Liberator Assault Group – Strategic Ploy Stratagem
When Blood Angels execute a tactical withdrawal it is but a prelude to a renewed assault.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back.
UNIQUE: DOOMED

The Lost Brethren2DP

Detachment Rule

A Noble Death in Combat

For the lost brothers of the Death Company one final battle remains. The sacrifice of each fallen warrior inspires his surviving brothers to ever greater acts of savage violence.

Each time a DEATH COMPANY model from your army makes a melee attack, re-roll a Wound roll of 1 if that model’s unit is below its Starting Strength; if that model’s unit is Below Half-strength, you can re-roll the Wound roll instead.

KEYWORDS
If you select this Detachment, DEATH COMPANY MARINES and DEATH COMPANY MARINES WITH BOLT RIFLES units from your army have the BATTLELINE keyword.

RESTRICTIONS
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Sanguinius’ Grace 20 pts

As maddening hallucinatory memories of long-forgotten battles flash across this warriors mind, he is granted a sliver of the Primarchs combat prowess.

DEATH COMPANY model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, the bearer can fight one additional time.

  • Blood Shard 25 pts

Spiritual energy flows from this crimson gem, filling its bearer with a ferocious desire to tear their foes limb from limb. Those infused with its energies may fight on despite suffering seemingly mortal wounds.

DEATH COMPANY model only. The first time the bearer is destroyed, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining.

  • To Slay the Warmaster 15 pts

Overcome by maddening hallucinations, this warrior sees in all enemy champions glimmers of Horus' dark majesty and thus strives to destroy them.

DEATH COMPANY model only. Once per battle, at the start of the Fight phase, if the bearer is within Engagement Range of one or more enemy CHARACTER units, you can select one of those CHARACTER units and roll six D6: for each 4+, one CHARACTER model in that unit suffers 1 mortal wound.

  • Vengeful Onslaught 10 pts

This Son of Sanguinius appears to the brothers of the Death Company as a paragon of their Primarchs martial prowess. Should he fall in battle, the vengeful fury of the Lost will be inflamed.

DEATH COMPANY model only. It the bearer is destroyed, until the end of your next turn, each time a friendly DEATH COMPANY model makes an attack, add 1 to the 1 Hit roll.


Stratagems

GLORIOUS SACRIFICE
1CP
The Lost Brethren – Epic Deed Stratagem
Even in death, the Lost bring victory to their Chapter.
WHEN: Any phase.

TARGET: One DEATH COMPANY unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ARMOUR OF CONTEMPT
1CP
The Lost Brethren – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their enhanced physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
FINAL RETRIBUTION
1CP
The Lost Brethren – Epic Deed Stratagem
These battle-brothers have already accepted their deaths. They now seek to strike one last, telling blow against the enemy.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH COMPANY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is within 12" of one or more friendly Chaplain models; on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
FURIOUS ONSLAUGHT
1CP
The Lost Brethren – Battle Tactic Stratagem
The Lost push towards new foes, the bloodlust in their veins enhancing their preternatural speed.
WHEN: Fight phase.

TARGET: One DEATH COMPANY unit from your army, just before that unit Piles-in.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". If your unit is within 12" of one or more friendly Chaplain models, or if it is below Starting Strength, it can move up to 6" instead. In either case, it can only do so provided your unit ends that Pile-in move in Unit Coherency and within Engagement Range of one or more enemy units.
LOST TO RAGE
1CP
The Lost Brethren – Battle Tactic Stratagem
The Lost are consumed utterly by rage.
WHEN: Fight phase.

TARGET: One DEATH COMPANY unit from your army that is below Starting Strength and has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Attacks, Stength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1 and, unless your unit is within 12" of one or more friendly Chaplain models, until the end of the phase, those weapons have the [HAZARDOUS] ability.
WRATHFUL RAMPAGE
1CP
The Lost Brethren – Strategic Ploy Stratagem
So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.
WHEN: Your Movement phase, just after a DEATH COMPANY unit from your army Advances.

TARGET: That DEATH COMPANY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit is within 12" of one or more friendly Chaplain models, or it is below its Starting Strength, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

The Angelic Host2DP

Detachment Rule

Upon Wings of Fire

The Blood Angels soar high above the battlefield before plummeting to strike their foes with bone-shattering force. They are true masters of the war-torn skies.

At the end of your opponent s turn, you can select a number of ADEPTUS ASTARTES JUMP PACK units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
BATTLE SIZEUNITS
IncursionUp to 1 units
Strike ForceUp to 2 units
OnslaughtUp to 3 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. In the Reinforcements step of your next Movement phase, set each of those units up using their Deep Strike ability.

RESTRICTIONS
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Artisan of War 20 pts

This warrior is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.

ADEPTUS ASTARTES JUMP PACK model only. Improve the Armour Penetration characteristic of the bearers weapons by 1, and the bearer has a Save characteristic of 2+.

  • Visage of Death 15 pts

This exquisitely crafted death mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. A neural amplifier embedded within the expressionless face of this macabre item serves to magnify the aura of fear it projects.

ADEPTUS ASTARTES JUMP PACK model only. In the Battle-shock step of your opponents Command phase, each enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer must take a Battle-shock test.

  • Archangel’s Shard 15 pts

When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmasters profane battle plate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.

ADEPTUS ASTARTES JUMP PACK model only. The bearer’s melee weapons have the [Anti-Chaos 5+] and [Lance] abilities.

  • Gleaming Pinions 25 pts

The elaborately crafted ailerons of this jump pack allow the wearer to manoeuvre, twist and bank at incredible speeds.

ADEPTUS ASTARTES JUMP PACK model only. In your opponent’s Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6".


Stratagems

UNBRIDLED ARDOUR
1CP
The Angelic Host – Epic Deed Stratagem
The Sanguinary Guard exemplify the noble heritage of Sanguinius, leaping to avenge their battle-brothers without hesitation.
WHEN: Any phase.

TARGET: One ADEPTUS ASTARTES unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a friendly SANGUINARY GUARD unit makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
ARMOUR OF CONTEMPT
1CP
The Angelic Host – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their enhanced physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ANGEL’S SACRIFICE
1CP
The Angelic Host – Battle Tactic Stratagem
The Blood Angels would gladly put themselves in harm's way to protect others, just as Sanguinius sacrificed his own life.
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army.

EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of all of its attacks.
MARTIAL EXEMPLARS
1CP
The Angelic Host – Battle Tactic Stratagem
The Blood Angels are mighty warriors indeed, and wield their gilded and shimmering blades with consummate skill.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] and [PRECISION] abilities.
DESCENT OF ANGELS
1CP
The Angelic Host – Epic Deed Stratagem
The Blood Angels are masters of aerial assault, leaping from airborne transports with jump packs roaring to plunge into the heat of battle.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
DEATH FROM THE SKIES
1CP
The Angelic Host – Epic Deed Stratagem
The roar of the Blood Angels jump packs is as a funeral dirge to their foes.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES JUMP PACK unit from your army Advances or Falls Back.

TARGET: That ADEPTUS ASTARTES JUMP PACK unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
UNIQUE: GRACE

Angelic Inheritors3DP

The Blood Angels have inherited much from their Primarch. Their grace, nobility and psychic prowess all trace back to Sanguinius, as does the spiritual curse that has afflicted them since his death. More esoteric, perhaps, but no less a bequest of their gene-sire is the Blood Angels’ propensity to blaze brightest during the darkest moments of despair. Just as Sanguinius himself is said to have brought hope to the hopeless at the point of his gilded spear, so too do the Blood Angels rise in the face of adversity as though in fulfilment of some ancient prophecy. At such times, the angelic and monstrous natures ever at war within Sanguinius’ gene-sons find an equilibrium. Icy calm in their ferocity, furious in their clarity, the warrior angels of Baal strike with unerring and unstoppable wrath to snatch victory from the bloodied jaws of defeat.

Detachment Rule

Legacy of the Angel

Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus. Sometimes, they even touch upon the uncertain gift of prophecy that was said to be their gene-sire’s boon and his curse.

At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all ADEPTUS ASTARTES CHARACTER units from your army.

Sanguinary Grace: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Carmine Wrath: Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Their Appointed Hour: You can re-roll Advance and Charge rolls made for this unit.

Restrictions
Your army can include BLOOD ANGELS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Prescient Flash 20 pts

A flash of foresight and clarity sings through this warrior’s blood and guides his steps into battle.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.

  • Troubling Visions 15 pts

In the long run, these strange and intrusive visions of bloodshed bode terribly ill for this champion of the Blood Angels. In this instance, though, they bring him closer than ever to the glory of his gene-sire.

ADEPTUS ASTARTES model only. Once per battle, in your Command phase, the bearer can use this Enhancement. When it does, until the start of your next Command phase, all Angelic Legacy abilities are active for the bearer’s unit, instead of only two of them.

  • Blazing Icon 20 pts

What was before merely a decorative blood drop pendant now shines with a seemingly miraculous light as bright as any star. The foe are forced to avert their gaze from its wrathful magnificence.

ADEPTUS ASTARTES INFANTRY model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Ordained Sacrifice 25 pts

Knowing only too well the desperate and vital nature of the battle before him, this scion of Sanguinius echoes his Primarch’s resolute determination to fight on even beyond what seems the doors of certain death.

ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining.


Stratagems

ARMOUR OF CONTEMPT
1CP
Angelic Inheritors – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
FOCUSED FURY
1CP
Angelic Inheritors – Battle Tactic Stratagem
Keeping the beast within under tight control, the Blood Angels nonetheless tap into that inner rage and shackle it to their precisely aimed blows.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a CHARACTER unit, until the end of the phase, those weapons have the [LANCE] ability as well.
INSTANT OF GRACE
1CP
Angelic Inheritors – Epic Deed Stratagem
In this most desperate moment of need, a lone battle-brother rises to the challenge as a true inheritor of the Angel’s legacy.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army.

EFFECT: Select one non-CHARACTER model in your unit. Until the start of your next Command phase, your model has the CHARACTER keyword.

Designer’s Note: While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Legacy of the Angel Detachment rule, in addition to other rules that interact with CHARACTER units.
STRIKE NOW FOR GLORY
1CP
Angelic Inheritors – Strategic Ploy Stratagem
Knowing instinctively that the pivotal moment has arrived, these battle-brothers aim and hammer their foes with unrelenting volleys.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
IN THE SHADOW OF GREAT WINGS
1CP
Angelic Inheritors – Battle Tactic Stratagem
The enemy is engulfed in a soul-deep shadow for just a moment, as though mighty wings have spread above them and marred their vision with occluding darkness.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNTO THE BURNING SKIES
1CP
Angelic Inheritors – Strategic Ploy Stratagem
In the face of encroaching doom, as the world seems to burn around them, these scions of Sanguinius leap high into the tormented heavens, ready to strike down with vengeful fury upon the enemy teeming below.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units, unless it is THE SANGUINOR.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
UNIQUE: DOOMED

Rage-cursed Onslaught3DP

The Red Thirst and the Black Rage will forever be the twin spiritual curses that the Blood Angels must hide from their allies for fear of censure. However, they can prove potent weapons of last resort when unleashed upon a determined foe. No Blood Angel takes such a decision lightly: to the sons of Sanguinius, a victory won through giving in to their Red Thirst is tainted at best, while to succumb to the Black Rage is no better than a living death. All this is little comfort to enemies facing the Blood Angels’ onslaught in such moments, however.

Detachment Rule

Maddened Ferocity

With every passing moment, every savage wounding and crunching blow, the Red Thirst takes a firmer grip upon the Blood Angels. As their control slips, so near-animalistic rage takes its place. The foe will not live long enough to regret their error in goading the beast which lurks within every gene-son of Sanguinius.

Each time an ADEPTUS ASTARTES model from your army makes a melee attack, re-roll a Wound roll of 1.

Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Battle-shocked, add 2 to the Attacks characteristic of melee weapons equipped by models in that unit instead.

Restrictions
Your army can include BLOOD ANGELS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Carmine Reliquary 30 pts

This armoured casket contains the skull of a beloved Blood Angels Captain lost to the Black Rage. It is a potent talisman of unfaltering aggression.

Chaplain model only. Models in the bearer’s unit have the Scouts 6" ability. Each time you take a Battle-shock test for an ADEPTUS ASTARTES unit within 6" of the bearer, you can re-roll the result.

  • Master of the Red Thirst 25 pts

Long practice has allowed this champion to gain a modicum of focus and control over their Red Thirst – wisdom they pass on in the heat of battle.

ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Sanguinary Tear (Aura) 35 pts

Legend has it that the blood-red stone set into this relic houses a teardrop shed by the Primarch himself. Those lost to the Black Rage seem to fight all the more furiously in its presence.

ADEPTUS ASTARTES model only. While a friendly DEATH COMPANY unit is within 6" of the bearer, add 1 to the Strength characteristic of weapons equipped by models in that unit.

  • Angel’s Fang 25 pts

This artificer-crafted weapon has a dark reputation amongst the Chapter. Yet none can deny its lethality, or its machine-spirit’s desire to drink the blood of the mightiest foes.

ADEPTUS ASTARTES model only. Each time the bearer makes a melee attack that targets a CHARACTER, MONSTER or VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability.


Stratagems

A GRIM WARNING
1CP
Rage-cursed Onslaught Stratagem
So savagely butchered are the corpses left strewn by the Blood Angels that the mere sight of them gives the enemy pause.
WHEN: Any phase.

TARGET: One BLOOD ANGELS unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
ARMOUR OF CONTEMPT
1CP
Rage-cursed Onslaught Stratagem
The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
INSENSATE RAMPAGE
1CP
Rage-cursed Onslaught Stratagem
The agony of even the most catastrophic wounds means nothing to the warriors of the Death Company, pain finding no purchase on their maddened minds.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH COMPANY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
LIMB FROM LIMB
1CP
Rage-cursed Onslaught Stratagem
While the Blood Angels display skill and discipline at close quarters, it is tinged with a blood-drenched brutality that only increases with their building rage.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that made a Charge move this turn.

EFFECT: Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit.
DEATHLESS DUTY
2CP
Rage-cursed Onslaught Stratagem
Even as death at last smothers the inferno of fury consuming the minds of these lost brethren, they keep killing, until not even the faintest spark remains.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH COMPANY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
RED WRATH
1CP
Rage-cursed Onslaught Stratagem
Already swift and aggressive even by Space Marine standards, the Blood Angels can enhance their might yet further by surrendering temporarily to the Red Thirst, albeit at the cost of higher strategic thought.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
UNIQUE: GRACE

Legacy of Grace1DP

THE LORDS OF THE BLOOD ANGELS BLAZE BRIGHT WITH NOBILITY DURING THE DARKEST OF BATTLES

Detachment Rule

Legacy of the Angel

Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds and led by their champions of noble bearing. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus.

Friendly BLOOD ANGELS INFANTRY CHARACTER units (excluding COMMANDER DANTE units) have +1 to advance rolls and charge rolls.

This detachment has the GRACE tag and cannot be taken with another GRACE detachment.

Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Blood Boil 10 pts

This psyker bears some of the most esoteric gifts granted by the blood of his Primarch, and his empyric powers surge with a vital potency capable of boiling the foe’s essence in their veins.

ADEPTUS ASTARTES PSYKER model only. This model’s [PSYCHIC] attacks:

  • Have [ANTI: non-MONSTER/VEHICLE 5+].
  • Can re-roll damage rolls.

  • Aureole of the Angel 20 pts

An echo of Sanguinius’ magnificence, this gilded halo casts an aura of shimmering and distorted energy spectra that thwarts attempts to pinpoint the bearer’s position.

ADEPTUS ASTARTES model only. This unit has -3" detection range.


Stratagems

MARTIAL PARAGON
1CP
Legacy of Grace Stratagem
Led by the exquisite example of their lord, Blood Angels warriors adapt their deadly fighting tactics to efficiently carve their foe apart.
WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES CHARACTER unit is selected to attack.

TARGET: That ADEPTUS ASTARTES CHARACTER unit.

EFFECT: Your unit’s attacks have:
  • [LETHAL HITS].
  • OR: [SUSTAINED HITS 1].
SOUL-DARKENED FURY
1CP
Legacy of Grace Stratagem
Nobility’s mirror is a darkness that the greatest Blood Angels risk only momentarily to savagely exploit the foe’s attempt to escape.
WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that unit is engaged with a friendly ADEPTUS ASTARTES CHARACTER unit.

TARGET: That ADEPTUS ASTARTES CHARACTER unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.
AURA OF THE ANGEL’S GRACE
1CP
Legacy of Grace Stratagem
The indomitable inspiration of their Commander fills the Sons of Sanguinius with the resolve to endure, no matter the foe’s hateful power.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES CHARACTER unit.

TARGET: That CHARACTER unit.

EFFECT: Your unit has 5+ InSv.

Encarmine Speartip1DP

THE CHAPTER’S GOLDEN‑ARMOURED ELITE PLUNGE INTO FOE LIKE A SPEAR CAST FROM THE HEAVENS

Detachment Rule

Wrath of Angels

Few living warriors embody the ideal of the Emperor’s wrathful angels more than the Sanguinary Guard, for they appear without warning to wreak death and destruction before surging on to the next foe with shocking speed.

When a friendly SANGUINARY GUARD unit is selected to make a fall-back move, that move does not prevent that unit from being eligible to shoot/eligible to declare a charge.

Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Angelic Executioner 25 pts

This deadly duellist leads his battle-brothers in masterful strikes capable of carving through their armoured or swarming foes with breathtaking fluidity

ADEPTUS ASTARTES JUMP PACK model only. When this unit is selected to fight, this unit’s melee attacks have:

  • [LETHAL HITS].
  • Or: [SUSTAINED HITS 1].

  • Shadow of Abomination 25 pts

Granted a glimmer of foresight by his genetic inheritance, this Son of Sanguinius has identified a foe whose future is drenched in the blood of the Imperium. Such an enemy cannot be allowed to live.

ADEPTUS ASTARTES JUMP PACK model only. (Once per battle, per army) When this unit is selected to fight you can use this ability. If you do, this model’s melee attacks have +1 D.


Stratagems

JUDGEMENT OF THE GOLDEN HOST
1CP
Encarmine Speartip Stratagem
The meteoric impact of the Sanguinary Guard is an unavoidable judgement on those who have incurred the Chapter’s wrath.
WHEN: Your Charge phase, when a friendly SANGUINARY GUARD unit from your army ends a charge move.

TARGET: That SANGUINARY GUARD unit.

EFFECT: Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:
  • For each 3+, that enemy unit suffers 1 mortal wound.
INEXORABLE VALOUR
1CP
Encarmine Speartip Stratagem
Ever reaching for the heights of exemplary valour instilled in their forebears by Sanguinius, the golden host seize every opportunity to claim positions from which to strike anew.
WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly SANGUINARY GUARD unit ends a fall-back move, if that SANGUINARY GUARD unit is unengaged.

TARGET: That SANGUINARY GUARD unit.

EFFECT: Your unit can make a normal move of up to D3+3".
BLINDING BLURS OF VENGEANCE
1CP
Encarmine Speartip Stratagem
When they power forward in rapid leaps, the glare emitted by their jump packs’ nacelles reflecting from the mirrored gleam of their armour, the Sanguinary Guard seem to glow with a blinding radiance few can look upon.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly SANGUINARY GUARD unit.

TARGET: That SANGUINARY GUARD unit.

EFFECT: Your unit has Stealth.
UNIQUE: DOOMED

Wrath of the Doomed1DP

THE DEATH COMPANY BRING THEIR FOES A DOOM THAT IS BLOODY AND SUPERNATURALLY SWIFT

Detachment Rule

Fanatical Celerity

The madness of the Black Rage burns through the mind of the Lost Brethren with a speed and ferocity matched by the warriors in battle. Swept up in visions of the Primarch’s darkest days of wing-swift fury, they push their bodies past their limits in efforts to emulate his rapid wrath.

When a friendly DEATH COMPANY unit is selected to make an advance move, you can use this ability. If you do:

This detachment has the DOOMED tag and cannot be taken with another DOOMED detachment.

Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Instinctive Interception 10 pts

Proudly is Sanguinius remembered for his rapid intercession in the protection of his gene-sons. Driven on by deathly visions, this lost warrior is a tragic monument to such glory.

DEATH COMPANY model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.

  • On the Archtraitor's Bridge 20 pts

Lost to a memory shard of the Primarch, in this warrior’s mind, he has entered the Archtraitor’s sanctum, and all that stands between him and Horus is a host of massing traitors.

DEATH COMPANY model only. This model’s melee attacks have +2 A.


Stratagems

DEATH BEGETS VENGEANCE
1CP
Wrath of the Doomed Stratagem
With their perceptions twisted, the battle-brothers of the Death Company transmute loss into the worst of ancient betrayals and seek only to sever such treachery from existence.
WHEN: Any phase, when a friendly DEATH COMPANY unit is destroyed by an enemy unit.

TARGET: That enemy unit.

EFFECT: That enemy unit is hated until the end of the battle:
While a unit is hated, friendly DEATH COMPANY units’ attacks that target that unit have +1 to wound rolls.
NO BARRIER TO RETRIBUTION
1CP
Wrath of the Doomed Stratagem
Knowing in what remains of his mind that his is a sorrow-filled mission of galactic consequence, this ancient interred warrior permits nothing to stand in his way.
WHEN: Your Movement or your Charge phase, when a friendly DEATH COMPANY DREADNOUGHT unit is selected to make a normal/advance/charge move.

TARGET: That DEATH COMPANY DREADNOUGHT unit.

EFFECT: Your unit has MOBILE.
RAGE-FUELLED RESPONSE
1CP
Wrath of the Doomed Stratagem
They may no longer recognise the foe before them, but the Lost Brethren are sane enough to identify an attack and capable of responding with a violent surge and a howl of wrath.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged DEATH COMPANY unit has shot.

TARGET: That DEATH COMPANY unit.

EFFECT: Your unit can make a surge move of up to D6".

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTUS ASTARTES units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

OATHSWORN CAMPAIGNS
These rules represent focused strategic goals your Crusade force can seek to achieve. They detail how, after gaining sufficient Honour points, you can promote CHARACTERS to Chapter Command and reassign your units to other tactical roles.

AGENDAS
ADEPTUS ASTARTES armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s goals and their particular methods of waging war.

REQUISITIONS
ADEPTUS ASTARTES armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ADEPTUS ASTARTES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, ADEPTUS ASTARTES CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Oathsworn Campaigns

Space Marines of the Adeptus Astartes have a duty to safeguard the Imperium from the threats that assail it. These warriors fight in the name of the Emperor and swear oaths to uphold their Chapters honour in the missions to come. Such forces conduct precision strikes, sudden purges and evacuations of artefacts and individuals. They may be expected to relieve sieges, break the backs of enemy assaults, execute the foe’s champions and more, before moving onto the next conflict. To represent this, your Crusade force can embark on short Oathsworn Campaigns, each focused on a key thematic goal while being open to interpretation as befits your army’s background.

Each battle offers the opportunity to earn Honour points for your Crusade force, which reflect the glorious accomplishments of your warriors on a personal and collective level. CHARACTERS can use Honour points to become high-ranking members of Chapter Command and access new abilities, while your units can adopt different battlefield roles or be promoted through the Chapter, starting in the Scout Company and eventually progressing to the 1st Company as decorated veterans with access to a wide array of Battle Traits.

A Noble Undertaking

To begin, select an Oathsworn Campaign from those presented below. An Oathsworn Campaign lasts for three battles, and each one has unique Bonus Agendas and Requisitions for you to take advantage of. If you wish to abandon a campaign for any reason, you can do so at any time. Your Crusade force can only participate in one Oathsworn Campaign at a time.

Each time you win a battle, your Crusade force earns Honour points relative to the battle size, as shown below.

INCURSION
+2
HONOUR POINTS
HONOUR


STRIKE FORCE
+3
HONOUR POINTS
HONOUR


ONSLAUGHT
+5
HONOUR POINTS
HONOUR

Honour Points

Honour points for your Crusade force are earned by winning battles and completing Bonus Agendas. Keep track of your Honour points by noting them on your Order of Battle. At the end of an Oathsworn Campaign, you can spend Honour points to promote ADEPTUS ASTARTES CHARACTERS from your Order of Battle to be members of Chapter Command. You can also spend Honour points to promote various units from the Scout Company to the Reserve and Battle Companies, and then to the 1st Company.

After an Oathsworn Campaign has ended, your Honour points are reset to 0. For every 5 unspent Honour points lost in this way, you can grant 1XP to a unit of your choice from your Order of Battle.

20
Below, Honour points are presented as shown on the left.

Oathsworn Campaign Requisitions

While your Crusade force is embarked on an Oathsworn Campaign, you have access to special Requisitions you can only purchase during that campaign. These represent your Crusade force taking actions best suited to their goals, such as commandeering local resources or bolstering defences as necessary.

Bonus Agendas

Each Oathsworn Campaign features unique Bonus Agendas that are always selected in addition to your two chosen Agendas. For the duration of the Oathsworn Campaign, when you select Agendas for a battle, consult the table associated with your chosen Oathsworn Campaign to select a Bonus Agenda for that battle that best suits your Crusade army or your narrative goals.

Oathsworn Campaign

Unflinching Bulwark

The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


Requisition

FORTIFICATION NETWORK1RP

The strategic brilliance of a strike force’s commanders means Space Marines can often ensure the enemy fights them only on their terms, drawing the Imperium’s foes into carefully chosen battle sites. Utilising the full extent of their siegecraft, the Space Marines erect solid redoubts, fortified walls and dedicated kill zones. Any forces attempting to invade the area find their advance swiftly halted by these masterful creations and their determined defenders.

Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Defender. If your opponent uses the same or a similar rule to become the Defender, ignore both rules and instead determine the Attacker and Defender normally.

Bonus Agendas
D6
PRIORITY KILL ZONE

The Adeptus Astartes are utterly focused on their mission parameters. Those Space Marines sworn to the defence of their battle lines will take not one backward step nor be lured into reckless assaults. Any foe who dares venture into these warriors’ priority kill zones are subjected to a thunderous fusillade of long-range firepower that scours them from critical battlefield targets.

Each time an ADEPTUS ASTARTES unit from your Crusade army that is within your deployment zone destroys an enemy unit that is within range of an objective marker, your Crusade force gains 1 Honour point (to a maximum of 3).
DEFIANCE UNFURLED

While some of a defensive Space Marine force may be tasked with counter-assaults, others stamp the Chapter’s presence upon the war zone by planting a sacred banner or ancient sigil in full view of the foe. With undisguised bombast, the action proclaims the resolve of the battle-brothers to retake the battlefield and signals to the foe their imminent destruction.

At the start of the battle, select one objective marker in No Man’s Land. If there is an objective marker within 6" of the centre of the battlefield, you must choose that one. At the end of the battle, if an ADEPTUS ASTARTES unit from your army controls that objective marker, your Crusade force gains 4 Honour points.
DRIVE THEM BACK!

Whether safeguarding an extraction or in a final push towards the foe’s last redoubt, the Space Marines have vowed to cleanse the enemy from their lines and allow none to slip past.

At the end of the battle, if there are two or fewer enemy units within your deployment zone, your Crusade force gains 4 Honour points.

Oathsworn Campaign

Precision Strike

The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


Requisition

STORM-SWIFT DESTRUCTION1RP

Space Marines are the ultimate assault force. Deploying from orbiting strike cruisers or drop ships, roaring into the fray in armoured transports or charging from ambush, they are capable of surprise attacks that hit with meteoric force. Such assaults are unleashed after rapid and incisive assessment of carefully harvested intelligence filtered through the warriors’ long years of combat experience, and can catch even the most alert of sentries flat-footed.

Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Attacker. If your opponent uses the same or a similar rule to become the Attacker, ignore both rules and instead determine the Attacker and Defender normally.

Bonus Agendas
D6
PUNISH THEIR DARING

Any advances or gains made by the enemy must be taken from them by swift and unremitting force. None can be left in any doubt that to stand against the Adeptus Astartes is to feel the wrath of the Emperor himself.

Each time an ADEPTUS ASTARTES unit from your Crusade army destroys an enemy unit that is within range of an objective marker in your opponent’s deployment zone or No Man’s Land with a melee attack, your Crusade force gains 1 Honour point (to a maximum of 5).
THE TIP OF THE SPEAR

Space Marine commanders do not orchestrate victory from the safety of a strategium, but as the speartip of their strike force that plunges into the enemy’s heart.

At the end of the battle, if your WARLORD’s unit is within 6" of your opponent’s battlefield edge (or wholly within your opponent’s deployment zone if your opponent does not have a battlefield edge), your Crusade force gains 3 Honour points.
ALPHA-THREAT PROTOCOLS

Adapting their priorities on the move with post-human cogitation, Space Marines will rapidly assess the most dangerous threats amongst the foe. Any that pose a risk to the battle-brothers’ mission targets will be picked out for eradication.

At the start of the battle, your opponent must select three units from their Crusade army to be Priority Target units. At the end of the battle, for each Priority Target unit that was destroyed by a unit from your Crusade army, your Crusade force gains 1 Honour point.

Oathsworn Campaign

The Forging of Legends

In millennia-old archives are accounts of the supernatural heroism of the Adeptus Astartes’ champions. A Chapters honour is of utmost importance to its warrior-knights. In campaigns where it can be upheld or avenged - the recovery of a fallen battle-brother or relic, the hunting down of a reviled foe or the reclamation of a Chapter bastion - personal heroism surges to the fore. The greatest of a force’s combatants lead their battle-brothers in wrath-filled charges to topple enemy champions and strike down the largest of threats. Such strength and skill can crush an enemy’s cohesion as the foe witnesses their best and greatest cast down by a single warrior.


Requisition

THE ESTEEM OF THE CHAPTER1RP

Space Marine commanders are entrusted with great latitude in dispensing honours - and summary justice - upon their battle-brothers. Even amongst some of the Imperiums greatest heroes, there are those leaders whose courage and skill exceeds even their commander's lofty expectations. Such valour in the Emperor's name is deserving of recognition.

Purchase this Requisition after a battle in which your WARLORD was not destroyed. Select one CHARACTER unit that participated in that battle (excluding your WARLORD); that CHARACTER unit gains 5XP.

Bonus Agendas
D6
DUEL OF HONOUR

Chapter legend recounts many epic duels in which the greatest of its warriors cast down the most heinous enemies in fights that shook the firmament and awed those who witnessed them. These legends are a potent source of inspiration to those who would uphold their brotherhood's honour.

Each time a CHARACTER unit from your Crusade army destroys an enemy CHARACTER unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
HUNTING THE BEHEMOTH

The battlefield echoes to the roaring engines or guttural howls of an enemy monstrosity. Through tactical consideration of their threat to his battle-brothers, as well as being a matter of personal pride, a Chapter’s noble champion will make its slaying their personal vow.

Each time a CHARACTER unit from your Crusade army destroys an enemy MONSTER or VEHICLE unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
A SHOW OF DOMINION

The heroic commanders of a Space Marine strike force lead from the front in stunning displays of their combined strategic acumen and martial skill. They stamp their presence onto the battlefield so that none are left in doubt as to the power of the Angels of Death.

At the end of the battle, if your WARLORD’s unit controls an objective marker that is in No Man’s Land, your Crusade force gains 1 Honour point. If that objective marker is in your opponent’s deployment zone, your Crusade force gains 3 Honour points instead.

Chapter Command

After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more CHARACTERS to be members of Chapter Command. To do so, select a CHARACTER you wish to promote, then subtract that promotion’s Honour points cost from your total and select one of that promotion’s Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has their maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour.

Designer’s Note: If your Order of Battle contains an EPIC HERO who is already known to hold a position in Chapter Command (e.g. Pedro Kantor being a Chapter Master), you should not promote another CHARACTER to that position.

CHAPTER MASTER
25
CAPTAIN ONLY

Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders, able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.

CHOOSE ONE
Master of the Codex
BATTLE HONOUR
Once per battle, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, that second enemy unit also counts as your Oath of Moment target.
OR
Master of Combat
BATTLE HONOUR
Once per battle, in your Command phase, this model can use this ability. If it does, until the end of the turn, add 2 to the Damage characteristic of weapons equipped by this model.
CHIEF APOTHECARY
10
APOTHECARY ONLY

Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter’s future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter's Chief Apothecary is its ultimate practitioner of the healer’s art.

CHOOSE ONE
Selfless Healer
BATTLE HONOUR
TACTICUS APOTHECARY model only. While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
OR
Battlefield Chirurgy
BATTLE HONOUR
At the end of the battle, if your Crusade army included this model and it was not destroyed during the battle, you can ignore up to two failed Out of Action tests taken for INFANTRY units from your Crusade army - those tests are treated as having been passed instead.

MASTER OF SANCTITY
20
CHAPLAIN ONLY

Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand.

CHOOSE ONE
Wise Orator
BATTLE HONOUR
Once per battle, at the start of the battle round, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

Wise Orator (Aura): Each time a friendly ADEPTUS ASTARTES unit within 6" of this model makes a melee attack, add 1 to the Wound roll.
OR
Mantra of Strength
BATTLE HONOUR
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 2 to the Attacks, Strength and Damage characteristics of melee weapons equipped by this model.
MASTER OF THE FORGE
15
TECHMARINE ONLY

Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter’s Armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.

CHOOSE ONE
Liturgy of Resanctification
BATTLE HONOUR
Each time this model uses its Blessing of the Omnissiah ability, the selected VEHICLE regains up to D3+3 lost wounds instead of up to D3.
OR
Shielded by the Machine God
BATTLE HONOUR
Each time this model uses its Blessing of the Omnissiah ability, until the start of your next Command phase, the selected VEHICLE has a 4+ invulnerable save (in addition to that ability’s other effects).

HONOUR GUARD
10

For a Space Marine to have become one of the Chapters Honour Guard is to have fulfilled many centuries of exceptionally courageous service. In battle, they act as personal retinues for the strike force’s leaders, ensuring their safety with selfless valour.

CHOOSE ONE
Ardent Protectors
BATTLE HONOUR
While a CHARACTER model is leading this unit, add 1 to the Toughness characteristic of models in that unit.
OR
Roused to Fury
BATTLE HONOUR
Once per battle, at the start of either player’s Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Attacks characteristic of weapons equipped by models in this unit.
CHIEF LIBRARIAN
15
LIBRARIAN ONLY

At the head of each Chapter’s Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.

CHOOSE ONE
Psychic Scourge
BATTLE HONOUR
At the start of your Shooting phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 3-5, that unit suffers D6 mortal wounds; on a 6, that unit suffers D6 mortal wounds and, until the start of your next turn, halve that unit's Move characteristic and halve the result of Charge rolls and Advance rolls made for that unit.
OR
Empyric Castellan
BATTLE HONOUR
Once per battle, at the start of any phase, this unit can use this ability. If it does, until the start of your next turn, this model has the following ability:

Empyric Castellan (Aura, Psychic): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, models in that unit have a 4+ invulnerable save.

CHAPTER ANCIENT
15
ANCIENT ONLY

Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter’s standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients’ brethren to give their all. The mere presence of the Chapters standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

CHOOSE ONE
Steadfast Example
BATTLE HONOUR
Once per battle, at the start of your Command phase, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

Steadfast Example (Aura): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit.
OR
Pennant of the Fallen
BATTLE HONOUR
While this model is leading a unit, each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Assignment and Promotion

During their long years, Space Marines advance through their Chapters companies, gaining new skills and a wealth of experience on their journey.

In addition to spending Honour points on Chapter Command promotions, you can also spend them to assign or promote other units to new positions within the Chapters structure. After an Oathsworn Campaign ends, just as with Chapter Command promotions, you can spend the required number of Honour points to assign or promote a unit, but if you do, instead of selecting a Battle Honour for that unit, you must instead remove it from your Order of Battle and replace it with another unit from those listed. When a unit is replaced in this way, the new unit starts with the same XP as the one it replaced.

RESERVE AND BATTLE COMPANY ASSIGNMENT
5

Once deemed worthy, a neophyte is elevated from the Scout Company to the status of full battle-brother and serves in the first of the Reserve Companies. Should they continue to distinguish themselves, they may progress to the Battle Companies and throughout their lives learn to fight in many different roles. Experienced battle-brothers of the Scout Company’s Vanguard complement may be requisitioned to support other companies, their battle prowess granting them a potent reputation.

Select one of the following units:

You can spend 5 Honour points to replace that unit with one of the following units:
1ST COMPANY PROMOTION
5

Elevation to the elite 1st Company of a Chapter is never automatic, no matter how long a battle-brother serves with the incredibly high levels of skill expected of all Space Marines. To be so honoured, they must have proved superior even amongst an entire brotherhood of post-human champions. Each has performed legendary deeds of bravery and mastered all of the Chapter’s ways of war. They are master marksmen, exceptional duellists and incredible pilots, with tactical insight far beyond any mortal soldier and a devotion to duty that is fierce in its intensity. They truly are the heroes of their Chapter.

Select one ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit (excluding CHARACTERS and SCOUT SQUADS). You can spend 5 Honour points to replace the selected unit with one of the following units. If the selected unit has the Terminator Honours Battle Trait, this promotion costs 0 Honour points.
COMPANY COMMAND PROMOTION
10

The honour of command amongst the Adeptus Astartes recognises a battle-brother whose past is littered with conquered enemies. Yet it is not enough to be a skilled fighter; they must also have an unassailable grasp of strategy and tactics. Centuries of battlefield experience have taught them every facet of war, trained them in the tools of slaughter and honed their wits to the level of instinct. To lead the Emperor’s greatest shock troops in battle, to marshal their strength and mete it out efficiently to maximise its potential against the ceaseless waves of foes that embattle the Imperium, is a singular and grave responsibility.

Select one LIEUTENANT model. You can spend 10 Honour points to replace that model with one CAPTAIN model (excluding EPIC HEROES).

Agendas

If your Crusade army includes any ADEPTUS ASTARTES units, you can select Agendas from those presented here.

ANGELS OF DEATH

For the Space Marines, only the total destruction of the Emperor’s enemies is acceptable.

At the end of the battle, if there are no enemy units on the battlefield, each ADEPTUS ASTARTES unit from your Crusade army that is on the battlefield gains 2XP and your Crusade force gains 2 Honour points.
KNOW NO FEAR

The Space Marines know no fear. Superhuman courage in the face of terrifying horrors and overwhelming odds are expected from each and every battle-brother. Fleeing from the conflict is as anathema to them as allowing the enemies of the Emperor to draw breath.

At the end of the battle, each ADEPTUS ASTARTES unit from your Crusade army that did not fail a Battle-shock test during the battle gains 1XP. If that unit did not fail a Battle-shock test and is also Below Half-strength, it gains 2XP instead.
ARMOURED ASSAULT

Battle-brothers who pilot their Chapter’s war engines often have a natural affinity for their mechanical steeds. With prayers to the vehicles’ machine spirits, the crews urge them forth in unstoppable spearheads. Those war engines that leave a great wake of the foe’s twisted corpses are immortalised for their deeds with devotional seals and trophies in a dedicated shrine within the Chapter’s Armoury.

At the end of the battle, each VEHICLE unit from your Crusade army that is not destroyed gains 1XP, and each VEHICLE unit from your Crusade army that is destroyed but itself destroyed two or more enemy units during the battle gains 1XP.
QUEST OF ATONEMENT

The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the Reclusiam for their failures, and been set upon a quest for absolution in their Chapter’s eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.

When you select this Agenda, select one ADEPTUS ASTARTES unit from your Crusade army that has one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame. At the end of the battle, if the selected unit destroyed one or more enemy CHARACTER, MONSTER or VEHICLE units with a melee attack during the battle, it loses one of those Battle Scars of your choice and gains 5XP.

Requisitions

If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

A LEGACY PRESERVED1RP

Death in battle is the fate of almost all Space Marines. But if the Chapter’s Apothecaries can preserve the gene-seed of fallen battle-brothers, then something of them can live on in a new generation of warriors. The heroic warrior-chirurgeons make their battle-brothers' death an honoured gift of legacy to the Chapter.

Purchase this Requisition after an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your Crusade army gains a Battle Scar, if your Order of Battle includes one or more APOTHECARY models. Remove the unit that just gained that Battle Scar from your Order of Battle, and your Crusade force gains 5 Honour points.
VAUNTED TRIUMPH1RP

To triumph in spectacular and glorious fashion over the Imperiums enemies is reward enough for those heroes who bought the victory with deadly skill and unflinching conviction.

Purchase this Requisition after a battle that you won. You can select a second unit to be Marked for Greatness. You can only purchase this Requisition once per Oathsworn Campaign.
ENDURING DUTY2RP

On occasion, the Space Marines' famously rapid and efficient campaigns must be extended. They may uncover evidence of a deeper conspiracy that must be broken or details of hidden enemy reserves that must be crushed. Whatever new intelligence comes to light, the Adeptus Astartes will not shirk from acting upon it to ensure their final victory is total.

Purchase this Requisition after the third battle in an Oathsworn Campaign. You may participate in one additional battle before that Oathsworn Campaign ends.
EVEN IN DEATH I STILL SERVE1RP

A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing them to bring death to their foes in a new form.

Purchase this Requisition when an ADEPTUS ASTARTES INFANTRY CHARACTER or ADEPTUS ASTARTES MOUNTED CHARACTER unit from your Crusade army would gain a second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with an ADEPTUS ASTARTES WALKER unit (excluding INVICTOR TACTICAL WARSUITS). You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced and gains the appropriate number of Battle Honours for its rank.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY and MOUNTED Units
D6
Excluding CHARACTERS
MARKSMAN’S HONOURS

Awarded to those warriors who prove their accuracy in combat, these badges are constructed by coating spent bolter shell casings, ejected from the weapons of great heroes, in gold.

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
BLADESMAN'S HONOUR

Awarded to the most superlative duellists of the Chapter, this honour badge is shaped like a dagger and proclaims the bearer’s skill at arms.

Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
SERVICE STUDS

These rivets are stamped into a warrior’s cranium to record ten, fifty or a hundred years' service. Though described in the Codex, the awarding of studs is not officially required.

At the end of the battle, if this unit is not destroyed, it gains an additional 1XP.
PURITY SEALS

Purity seals record not so much honours as blessings given by the Chapter’s Chaplains before battle. When a battle-brother receives a seal, the Chaplains chant litanies before affixing it to the Space Marine's armour.

Models in this unit have the Feel No Pain 5+ ability against Psychic Attacks.
TERMINATOR HONOURS

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.
AQUILA IMPERIALS

Awarded to those who have shown great resolve, this eagle emblem is emblazoned on the warrior’s chest plate.

This unit can still be selected as the target of a Stratagem while it is Battle-shocked. In addition, each time an Out of Action test is failed for this unit, you can re-roll that test.

Scout Company Units
D6
ELIMINATOR SQUAD, INCURSOR SQUAD, INFILTRATOR SQUAD, REIVER SQUAD, SCOUT SQUAD
EXECUTION ORDER

Enemy champions and the guardians who shelter them are priority targets for this squad of skilled assassins.

Each time this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
TACTICAL REPOSITIONING

Adept in the sudden unbalancing of their foes, this agile squad can evade closing foes and leave them exposed.

Once per turn, in your opponent’s Charge phase, after an enemy unit has selected this unit as a target for its charge but before it makes a Charge move, this unit can choose to retreat. If it does, it can make a Normal move of up to 3". The charging unit can then select new targets for that charge.
DEATH’S OWN SHADOW

These Chapter warriors are shades made manifest, using every sensory distraction to veil their advance and utilising every scrap of cover to their advantage.

Each time a ranged attack targets this unit, it has the Benefit of Cover against that attack.

1st Company Units
D6
BLADEGUARD VETERAN SQUAD, COMPANY HEROES, STERNGUARD VETERAN SQUAD, TERMINATOR ASSAULT SQUAD, TERMINATOR SQUAD, VANGUARD VETERAN SQUAD
ABIDING DUTY

Tasked with holding their ground, the veterans of the 1st Company will stand as intimidating sentinels, throwing the broken foe back unto their very last breaths.

While this unit is Below Half-strength, you can re-roll Battle-shock tests taken for it.
ECHOES OF THE PRIMARCH

These veterans can unleash a flurry of masterful blows said to reflect their Primarch’s martial perfection.

Once per battle, at the start of the Fight phase, this unit can use this ability. If it does, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
DEFENDERS OF HUMANITY

These veteran battle-brothers have sworn to banish the shades of the Imperium’s enemies in every benighted reach they fight in. While they stand, the light of Humanity will never fade.

Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in this unit.

VEHICLE Models
D6
BELLICOSE MACHINE SPIRIT

This machine spirit seeks to grind its foes beneath the ironclad hull it inhabits.

Each time this model makes a Charge move, select one melee weapon it is equipped with; until the end of the turn, add 2 to the Strength characteristic of that weapon.
RESILIENT MACHINE SPIRIT

The might of this indomitable machine spirit is legendary.

Add 2 to this model’s Wounds characteristic.
FOCUSED MACHINE SPIRIT

Even under duress, the attacks of this machine remain precise.

This model does not suffer the penalty to its Hit rolls for firing at enemy units that are within Engagement Range of it.

Crusade Relics

When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

ADAMANTINE CUIRASS

This chest plate bears an aquila crest wrought in adamantine, rendering it proof against even the mightiest blow.

Add 1 to the bearer’s Toughness and Wounds characteristics.
ASTARTES TELEPORTATION TRANSPONDER

Incorporating arcane technology found in suits of Terminator armour, this unassuming device allows the bearer to be teleported accurately into the thick of battle from their orbiting spacecraft.

During the Declare Battle Formations step, if this model is attached to a unit, until the end of the battle, that unit has the Deep Strike ability.
HALO INDOMITUS

This iron halo protects the bearer from harm, while proclaiming them to be a mighty hero of the Imperium.

  • The bearer has a 4+ invulnerable save.
  • The bearer has the Feel No Pain 4+ ability against mortal wounds.

Antiquity Relics

PARAGON BLADE

This blade is a relic of the Great Crusade and is rumoured to have been crafted on Terra. It is now borne by only the greatest heroes of the Space Marine Chapters.

The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Paragon blade
Paragon blade
Melee
6
2+
6
-3
3
STANDARD OF RIGHTEOUS HATRED

This bloodstained banner lists the atrocities and injustices committed by the Emperor’s foes, a reminder of the duty of the Adeptus Astartes to purge the stars of the heretic and the alien.

ANCIENT model only. While the bearer is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.

Legendary Relics

VORTEX BOLT

Crafted long ago in forges lost to the mist of time, these immensely rare rounds create a miniature vortex within the target upon their detonation. Such an event causes catastrophic damage to even the largest enemies, and psykers who miraculously survive are driven mad by the creatures of the warp that flow from the tear in reality.

Select one ranged weapon equipped by the bearer; that weapon is now a Crusade Relic. Note this on the bearer’s Crusade card and give that weapon a suitable name. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a vortex bolt instead of shooting that weapon normally. If it does, resolve that shooting using with the following profile:
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vortex bolt ANTI-INFANTRY 3+ ANTI-PSYKER 2+ DEVASTATING WOUNDS
Vortex bolt ANTI-INFANTRY 3+ ANTI-PSYKER 2+ DEVASTATING WOUNDS
24"
1
2+
4
0
D3+3
RELIC OF THE PRIMARCH

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter’s history.

Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does, until the start of your next Command phase, the bearer has the following ability:

Relic of the Primarch (Aura)
  • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
  • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.

Recover the Relic

The loss of one of the Primarch’s priceless relics is an unthinkable shame that cannot be allowed to pass.

At the end of the battle, if you control the Relic of the Primarch objective marker, you can select one unit from your Crusade army that is within 3" of that objective marker; that unit gains 3XP. If you do not control that objective marker at the end of the battle, you lose 10VP (to a minimum of 0).

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Oathsworn Crusaders

Your strike force’s battles against the myriad dangers facing the Imperium have seen your Space Marines hailed as true crusaders and enactors of the Lord Commander’s vision. Each of your successful assaults against Humanity’s enemies has helped liberate Imperial worlds through fire and blood. You have pushed back the hateful tide of heretics, mutants and xenos, but in spreading the Emperor’s light you have discovered new vistas of invasion and corruption. Honour demands you cannot stop now.



Oathsworn Victors

Proving the nobility of your Chapter in the Emperor’s service, your force has won a tally of victories. Bastions of Mankind’s foes have been breached, invasions held and pushed back, and abominations purged. Your experienced warriors have been highly honoured by their Chapter, but with each surge into the darkness, your foes - and the chances to lay them low - multiply.



Oathsworn Veterans

Your heroic battle-brothers have visited death and destruction upon worlds thought beyond the Imperium’s reach. Your Chapter lords lead blistering assaults of veteran battle-brothers in strikes so swift and overwhelming that none may stay their wrath. You are the vengeance of the Emperor made manifest and a shining exemplar of your gene-sire’s martial doctrines!

  • You have completed five Oathsworn Campaigns and promoted five or more CHARACTERS to Chapter Command.
  • You have won ten or more battles.
  • You have replaced three or more units as described in the Reserve and Battle Company Assignment and/or 1st Company Promotion sections (see Assignment and Promotion).


Oathsworn Campaign Tracker

Download blank Oathsworn Campaign tracker:

Blood Angels Oathsworn Campaigns

In this section you’ll find additional rules for playing Crusade battles that are bespoke to BLOOD ANGELS units. If your Crusade army includes any ADEPTUS ASTARTES units from the Blood Angels Chapter (or one of its successors), you can use any of the following Crusade rules.

Your Crusade force can use the Oathsworn Campaigns rules featured in Space Marines page to embark on Oathsworn Campaigns unique to the Blood Angels and their successors. Each Oathsworn Campaign offers Bonus Agendas to gain Honour points, allowing your units to become Sanguinary Guard or join the ranks of the Death Company to fight their final battles

Oathsworn Campaign

Legacy of the Black Rage

Just as the Great Angel's blood ennobles his scions, so do its flaws damn them. Each and every one of the Primarch's sons must labour under the creeping shadow of his own doom, cognisant that at any moment the inescapable madness of the Black Rage may claim him. Once a battle-brother is caught in its embrace, the only path to redemption is a glorious death in battle.


Requisition

DESCENT INTO MADNESS1RP

It is a tragedy when one of the Chapters noblest stars falls to the Black Rage. Such a hero’s travails will soon come to an end, their destiny either to meet death in battle or to be granted the Emperors mercy.

Purchase this Requisition after a battle. Select one DEATH COMPANY unit from your Crusade army that has no Battle Scars; that unit automatically fails its Out of Action test and it gains two Battle Scars, instead of one. You can only purchase this Requisition once per Oathsworn Campaign.

Bonus Agendas
D6
FALLEN HEROES

The Death Company is comprised of warriors with countless years of battle experience, making the Chapters loss even more sorrowful. Such combatants fight their final battle in the name of Sanguinius, and their martyrdom in combat marks them as heroes of the Chapter.

At the end of the battle, for each DEATH COMPANY unit from your Crusade army that is destroyed, your Crusade force gains 1 Honour point.
FURY OF THE LOST

The warriors of the Death Company are forsaken, their lives given up in explosions of violence, slaying as many of the foe as possible before their inevitable demise at the heart of the enemy force.

During the Declare Battle Formations step, your opponent must select five units from their Crusade army. At the end of the battle, if DEATH COMPANY units from your Crusade army have destroyed two or more of the selected units, your Crusade force gains 3 Honour points.
OF WRATH AND RAGE

The most skilled Chaplains of the Blood Angels can harness and channel the anger that resides within the souls of the Lost without allowing it to boil over and consume their own psyches.

Each time a DEATH COMPANY unit from your army destroys an enemy unit with a melee attack, it that DEATH COMPANY unit is being led by a Chaplain, that CHAPLAIN model gains 2XP.

Oathsworn Campaign

Angels of Deliverance

The Blood Angels and many of their successors still possess the compassion and nobility exemplified by their Primarch. The Sons of Sanguinius will gladly sacrifice their lives to defend the Imperiums citizen, from encroaching darkness. As wardens of the Imperium Nihilus, these trails are tested as never tefore.


Requisition

PROTECTORS OF THE IMPERIUM NIHILUS1RP

The Blood Angels stand as the protectors of the Imperium Nihilus, beacons of hope in a hateful galaxy. While even one of Sanguinius’ sons still stands, they will not yield in their duty to reclaim those worlds lost to the darkness.

Purchase this Requisition before a battle. At the start of the Deploy Crusade Armies step, select one objective marker on the battlefield. This is your Protector objective marker. Until the end of the battle, if you control an objective marker at the end of your Command phase and an ADEPTUS ASTARTES unit from your Crusade army is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. At the end of the battle, if you control your Protector objective marker, your Crusade force gains 2 Honour points.

Bonus Agendas
D6
PURITY THROUGH BLOODSHED

By holding light to the Chapter’s noble ideals, warriors with sufficient force of will can harness the fury and blood-hunger of the Red Thirst without succumbing to its darkest excesses.

Each time an ADEPTUS ASTARTES unit from your Crusade army destroys an enemy unit with a melee attack, that ADEPTUS ASTARTES unit gains 1XP (each unit can only gain 1XP per battle via this Agenda). At the end of the battle, if five or more units from your Crusade army gained XP via this Agenda, your Crusade force gains 3 Honour points.
NOBLE BEARING

There are few as noble as the Sons of Sanguinius.

At the end of the battle, you can select up to three ADEPTUS ASTARTES CHARACTER models from your Crusade army. Each CHARACTER gains 1XP for each of the following conditions they satisfy:
  • That model destroyed one or more enemy CHARACTER models during the battle.
  • That model is within range of an objective marker that you control.
  • That models unit was the target of one or more Epic Deed Stratagems during the battle.
For each of your CHARACTER models that satisfy all three of these conditions, your Crusade force gains 1 Honour point.
DECISIVE ASSAULT

The Blood Angels are loath to resort to the defensive strategies favoured by other Chapters, preferring to take the fight to the foe by way of decisive strikes.

At the end of the battle, if there are more ADEPTUS ASTARTES units from your army wholly within your opponent’s deployment zone than there are units from their army wholly within it, select up to three of those units from your army. Each of those units gains 2XP. At the end of the battle, if your WARLORD is also wholly within your opponent’s deployment zone, your Crusade force gains 1 Honour point.

Oathsworn Campaign

Blade of Sanguinius

The Blood Angels strive to emulate their fallen Primarch in every aspect, from his nobility and artifice to his martial prowess. Speed, grace and awe are the hallmarks of a Blood Angel's assault. Borne upon wings of fire they descend upon their foe from the heavens, striking with chainsword and power weapon to decimate the enemy before they can offer any responce


Requisition

IN THE ANGEL’S NAME1RP

To be a champion of the Imperium is to walk a path towards a martyrs death; the only question is how dearly you will sell your life.

Purchase this Requisition before a battle. When you select Agendas for the upcoming battle, select one additional Agenda from those section; this Bonus Agenda can only be accomplished by an ADEPTUS ASTARTES WARLORD during the battle. If achieved, you gain 3 Honour points in addition to rewards (such as XP) listed in the Bonus Agenda itself, but if that Agenda has not been achieved, you lose D3 Honour points (to a minimum of 0). You can only purchase this Requisition once per Oathsworn Campaign.

Bonus Agendas
D6
DEATH FROM ABOVE

The Blood Angels descend from on high like the angels of myth, landing in the midst of the foe and laying waste to enemy armies with bolter and blade.

At the end of your turn, if an ADEPTUS ASTARTES JUMP PACK unit from your Crusade army that arrived using the Deep Strike ability this turn destroyed one or more enemy units this turn, that unit gains 2XP.
DECAPITATING STRIKE

Sanguinius always taught that, to slay the beast, one needs only to remove the head. So it is when the Blood Angels strike; their deadly interventions ensure not even the oppositions commanders can find safe haven from their wrath.

At the end of the battle, if one or more enemy CHARACTER models are destroyed, your Crusade force gains 1 Honour point. At the end of the battle, if the enemy WARLORD is destroyed, your Crusade force gains 3 Honour points instead.
SHOCK TACTICS

The Blood Angels are amongst the Emperors finest shock troops, striking at the foe before they can react or even know they are under threat. In their lightning assaults, the Sons of Sanguinius smash aside the enemy, slaughtering them without mercy to achieve their goals.

At the end of your turn, if you control one or more objective markers that were controlled by your opponent at the start of your turn, select one of those objective markers, then select one ADEPTUS ASTARTES unit from your Crusade army that is within range of that objective marker. That unit gains 1XP and, if that objective marker is wholly within your opponent’s deployment zone, your Crusade force gains 1 Honour point.

Angels Ascendant

After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more units to the ranks of the Sanguinary Guard, or one or more of your CHARACTERS. To do so, select an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES CHARACTER unit you wish to promote, then subtract that promotions Honour points cost from your total and select one of that promotions Battle Honours for that unit to gain. Each unit can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that unit already has the maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour (see Space Marines).

EXEMPLARS OF THE HOST
5

The Sanguinary Guard are shining exemplars of the Great Angel’s nobility and martial prowess. To be inducted into their ranks is an honour without compare.

Select one ADEPTUS ASTARTES JUMP PACK unit with the Battle-hardened rank of higher (excluding CHARACTER and DEATH COMPANY units). You can spend 5 Honour points to replace the selected unit with a SANGUINARY GUARD unit. When a unit is replaced in this way, the new unit starts with the same XP, Battle Honours and Battle Scars as the one it replaced.
SHIELD OF BAAL
20

He who is honoured with the Shield of Baal protects the Blood Angels’ home world. He is responsible for all of the system’s security matters.

CAPTAIN model only. Once per battle, after selecting your Oath of Moment target, you can use this ability. If you do, until the start of your next Command phase, each time this models unit makes a melee attack that targets your Oath of Moment target, you can re-roll the Wound roll.
SANGUINARY HIGH PRIEST
20

The Sanguinary High Priest is responsible for the physical, genetic and spiritual health of his Chapter. He who holds this position stands second only to the Chapter Master in the hierarchy of their Chapter.

SANGUINARY PRIEST model only. Once per battle, when this model's unit is selected to fight, you can use this ability. If you do, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
CUSTODIAN OF THE LOST
20

Few are able to fight at the side of the Death Company, for their wrath knows neither friend nor foe. However, the most bellicose and steel-souled of the Reclusiam’s Chaplains are a different breed. So fiery is their oration that their litanies are even able to pierce the maddening illusions of the Lost, encouraging them forwards to death and redemption. However, to be exposed to the Flaw with such regularity is fraught with risk, and few such Chaplains remain unaffected by their experiences.

Chaplain model only. During the Declare Battle Formations step, if this model is attached to a DEATH COMPANY unit, select one of the Death Company Battle Scars; until the end of the battle, that unit has that Battle Scar in addition to any others it has.

The Flaw

DEATH COMPANY units from your Crusade force cannot gain XP, and they cannot gain ranks or Battle Honours. They can, however, gain Death Company Battle Scars. These reflect the deepening psychosis of the unfortunate battle-brothers who somehow survived the battle as the Black Rage tightens its grip on their psyche - but the eventual end for these fallen heroes cannot be escaped, and a martyrs fate in the heat of battle remains their only hope for a noble death.

At the end of every battle, every DEATH COMPANY unit from your Crusade army must take an Out of Action test, even if it was not destroyed during the battle (if it was destroyed, it fails that Out of Action test on a 1-2). Each time a DEATH COMPANY unit fails an Out of Action test, it must take one of the Death Company Battle Scars listed in this section - you cannot choose for that unit to suffer a Devastating Blow (any rule that inflicts a Devastating Blow upon a DEATH COMPANY unit will instead cause it to gain one Death Company Battle Scar). These Battle Scars cannot be removed by any means, and unlike other Battle Scars, a unit’s Crusade points are not reduced by having Death Company Battle Scars. A unit cannot have more than 3 Death Company Battle Scars; if a unit would ever gain a fourth, that unit is removed from your Order of Battle - it is permanently destroyed and the names of the lost battle-brothers recorded in the Chapters roll of honoured martyrs.

While a DEATH COMPANY CHARACTER is leading a DEATH COMPANY INFANTRY unit, only apply the Battle Scars from the unit that has the most. For example, if a DEATH COMPANY CAPTAIN with 1 Battle Scar is attached to a unit of DEATH COMPANY MARINES with 2 Battle Scars, then while that unit is an Attached unit, you only use the Battle Scars of the DEATH COMPANY MARINES unit (if the DEATH COMPANY CHARACTER and the unit it is leading both have the same number of Battle Scars, then during the Declare Battle Formations step you can choose which units Battle Scars will apply for that battle).
DEATH COMPANY BATTLE SCARSD6
CONSUMED BY RAGE
Unable to determine hallucination from reality, these Death Company battle brothers are utterly consumed by their own fury. Hurling themselves into combat, they fight with blind anger, heedless of their surroundings.
  • Each time this unit makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic of melee weapons equipped by DEATH COMPANY models in this unit.
  • This unit can never Fall Back, even when within 12" of one or more friendly CHAPLAINS.

VISIONS OF BLOODSHED
These Death Company battle-brothers have foreseen their part in the climactic battle to come, surging ahead of their allies with gory visions of visceral slaughter driving them towards the foe.
  • Unless this unit starts the battle embarked within a TRANSPORT, all DEATH COMPANY models in this unit have the Scouts 6" ability.
  • At the start of every Command phase, this unit must take a Battle-shock test.

INURED TO AGONY
So great and all-consuming is their bloodlust that these Death Company battle-brothers are no longer capable of feeling pain, no matter the severity of their wounds.
  • DEATH COMPANY models in this unit have the Feel No Pain 5+ ability.
  • This unit fails Out of Action tests on rolls of 1-3.


Agendas

If your Crusade army Is using the Blood Angels Crusade rules, you can select Agendas from those presented here.

FOR BAAL AND THE ANGEL!

The Blood Angels harbour a special hatred for traitors and the forces of Chaos. None are as loathed, however, as the Black Legion, for it was their gene-sire, Horus, who slew Sanguinius millennia ago. The ire of the Sons of Sanguinius also extends to the Tyranids, whose ravening swarms nearly brought about the doom of Baal.

At the end of the battle, add up the total number of units in your Crusade army that are not Below Half-strength. If this number is less than the total number of units in your opponent’s Crusade army, each ADEPTUS ASTARTES unit from your Crusade army that is on the battlefield gains 1XP and your Crusade force gains 1 Honour point. If your opponents Crusade army contains any TYRANIDS or CHAOS units, then each of these units gains an additional 1XP and your Crusade force gains an additional 1 Honour Point.
SEARCH FOR THE CURE

The Sanguinary Priesthood investigates every avenue that might lead to a cure to the Flaw. This duty often sees them journeying to forgotten worlds, in search of forbidden archeotech from the Dark Age of Technology.

At the start of the battle, all objective markers on the battlefield are unsearched and will remain so until searched.

At the start of your Shooting phase, you can select one SANGUINARY PRIEST, APOTHECARY or APOTHECARY BIOLOGIS unit from your army (or one unit from your army that contains a model equipped with a narthecium) that is not Battle-shocked, is not within Engagement Range of one or more enemy units, and is eligible to shoot. Until the end of the turn, that unit is not eligible to shoot or deciare a charge.

At the end of the turn, if that unit is within range of an unsearched objective marker that you control, that objective marker is searched by your army, that unit gains 2XP and your Crusade force gains 1 Honour point.
AGAINST THE DARKNESS

In the empyric madness of the Imperium Nihilus, the battle-brothers of the Blood Angels Chapter must be prepared to face any threat. With each battle survived, so are they further inured against the myriad threats this benighted region has to offer.

During the Declare Battle Formations step, you must select three units from your Crusade army. At the end of the battle, for each unit selected, if that unit has destroyed one or more enemy units and it has not itself been destroyed, that unit gains 2XP (or 1XP instead if that unit is Below Half-strength).
LIBERATORS FROM TYRANNY

As Warden of the Imperium Nihilus, Dante tasks his Blood Angels with reconquering worlds lost to alien invaders, Chaos warlords and traitorous tyrants, and liberating their oppressed populations.

At the end of the battle, for each objective marker you control, you can select one ADEPTUS ASTARTES unit from your Crusade army that is within range of that objective marker. That unit gains 1XP. If you control more than half the total number of objective markers on the battlefield, your Crusade force also gains D3 Honour points (if you control all of the objective markers on the battlefield, your Crusade force gains D3+3 Honour points instead).

Requisitions

If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

NOBLE HERITAGE1RP

The Blood Angels are amongst the longest-lived of all the Space Marines, echoing the physical perfection of Sanguinius. Their Primarchs spiritual might also flows in their veins, its potency only increasing as years pass.

Purchase this Requisition at any time. Select one BLOOD ANGELS CHARACTER unit from your Crusade force with 71+ XP. The selected unit gains one additional Battle Trait; this does not count towards the maximum number of Battle Honours a unit can have.

Each unit can only be selected for this Requisition once.
VALOUR OF THE ANGELS1RP

The Blood Angels, as all Space Marines, are fated to die upon the battlefield. Yet they do not sell their lives cheaply. All strive to lay low as many foes as possible before the end comes, and in doing so earn a place in the glorious records of their ancient Chapter. The Blood Angels are no strangers to self-sacrifice; the only question is how many foes they can lay low before that fate finally arrives.

Purchase this Requisition after a battle in which one or more BLOOD ANGELS CHARACTER models from your Crusade army failed an Out of Action test. That model is Marked for Greatness in addition to any other unit from your Crusade army, and, if that model destroyed one or more enemy models during that battle, your Crusade force gains 5 Honour points.

You can only purchase this Requisition once per Oathsworn Campaign.
DAMNED SOULS1RP

On the eve of battle, a Blood Angels warrior may be gripped by apocalyptic visions as the Black Rage takes hold. Such a battle-brother is lost to the Chapter, sent forth to seek death on the battlefield rather than face the ignominious decline into bestial madness.

Purchase this Requisition before a battle. Select one of the following options:
  • Select one ADEPTUS ASTARTES INFANTRY unit (excluding DEATH COMPANY and CHARACTER units) from your Order of Battle. Remove that unit from your Order of Battle and add a DEATH COMPANY INFANTRY unit (excluding CHARACTER units) to your Order of Battle. The new unit has the same XP, Battle Honours and Battle Scars as the unit it replaced.
  • Select one CAPTAIN unit (excluding DEATH COMPANY units) from your Order of Battle. Remove that unit from your Order of Battle and add a DEATH COMPANY CAPTAIN unit to your Order of Battle. The new unit has the same XP, Battle Honours and Battle Scars as the unit it replaced.
  • Select one Dreadnought unit (excluding DEATH COMPANY units) from your Order of Battle. Remove that unit from your Order of Battle and add a DEATH COMPANY DREADNOUGHT unit to your Order of Battle. The new unit has the same XP, Battle Honours and Battle Scars as the unit it replaced.
You cannot purchase this Requisition if doing so would cause your Crusade forces total Crusade points to exceed your Crusade force’s Supply Limit. Note that while the new units retain the XP of the unit they replaced, they will not be able to gain additional XP as described in the rules for the Flaw.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

CHARACTER UNITS
D6
PROPHETIC GIFTS

This heroic warrior bears a glimmering of Sanguinius'prophetic gifts. Flashes of foresight allow him to parry and weave around his enemy's blows with preternatural speed and skill.

Once per Fight phase, instead of making a Hit roll, Wound roll or saving throw for this model, it can use this ability. If it does, that dice roll is automatically an unmodified 6.
SOULWARDEN

This warrior is possessed of an iron will, his sheer mental determination ensuring that neither his own Red Thirst nor the worst horrors of the galaxy canfind purchase upon his or his brothers’souls or inflict harm upon their physical forms.

Models in this model’s unit have the Feel No Pain 6+ ability and you can target this model’s unit with Stratagems even while it is Battle-shocked.
MARTIAL EXEMPLAR

The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some individuals stand out amongst their peers.

At the start of the Fight phase, select one of the following abilities:
  • [LETHAL HITS]
  • [PRECISION]
  • [SUSTAINED HITS 1]
Until the end of the phase, this model’s melee weapons have that ability.

JUMP PACK UNITS
D6
AERIAL ASSAULT

The scream of turbines and the roar of jump packs fill the skies - a funeral dirge for the enemy.

If this unit starts the battle in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
SKIES OF FURY

The Blood Angels soar above the battlefield, masters of the war-torn skies.

Add 1" to the Move characteristic of models in this unit and add 1 to Advance and Charge rolls made for this unit.

ADEPTUS ASTARTES INFANTRY UNITS
D6
THE ARMOURY'S ARTIFICE

Those who exemplify the finest qualities of the Blood Angels are entrusted to bear powerful artisan wargear into battle.

Each time a model in this unit makes an attack, if a Critical Wound is scored, improve the Armour Penetration characteristic of that attack by 1.
FURY UNBOUND

These warriors'hearts burn with contempt for the enemies of the Imperium. With snarls of hate and bellows of rage, they leap into the fray.

Each time this unit makes a Charge move, until the end of the turn, each time a model in this unit makes a melee attack, you can re-roll the Hit roll.
SELFLESS VALOUR

These battle brothers possess courage and nobility reminiscent ofthe Great Angel himself placing themselves in harm's way to defend others.

Once per battle, you can target this unit with either the Heroic Intervention or Counter-offensive Stratagems for 0CP.

Crusade Relics

When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

CHALICE OF BAAL

This rough grail is carved from the very bedrock of Baal. While it cannot match the artifice of some other examples, it is nonetheless a precious relic of the Blood Angels, having been carried into battle by several of the greatest Sanguinary Priests in the history of the Chapter. When held aloft, it reminds the Blood Angels of that which they fight to protect.

SANGUINARY PRIEST model only. While the bearer is leading a unit, each time that unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
HOOD OF BAAL

This psychic hood has served the Blood Angels for millennia. Every inch of its surface is inscribed with the sayings of Sanguinius, written in filigree of the purest gold, and decorated with bloodstone gems and miniature hand-painted scenes of the Chapters most glorious victories. Such is its power that even during the peak of Hive Fleet Leviathans assault against the Blood Angels home world, the Librarian wearing it could use the full extent of their powers despite the Shadow in the Warp.

PSYKER model only. Each time the bearer makes a Psychic Attack, you can re-roll the Wound roll.
VALOUR’S EDGE

The ancient power sword known as Valours Edge is breathtakingly beautiful. Its blade gleams with a golden light and its hilt is bejewelled and finely worked. The sword blazes with golden fire when grasped by one whose intent it deems pure. In the hands of such an individual, Valours Edge cuts a blinding swathe through the foe.

Improve the Armour Penetration characteristic of the bearer’s melee weapons by 2, and those weapons have the [lethal HITS] ability.

Antiquity Relics

CROWN ANGELIC (AURA)

Crafted by the noted artisan Agostinias, the Crown Angelics value is near incalculable. However, the true worth of this device can be seen upon the field of battle, where it blazes with a terrible, merciless light that sears its way into the souls of the foe. Senses flooded by the Crowns furious radiance, even the bravest enemy warriors wilt in terror.

In the Battle-shock step of your opponents Command phase, if an enemy unit that is below its Starting Strength is within 3" of the bearer, that enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, it must subtract 1 from that test when doing so.
ANGEL’S WING

An ornate jump pack of great age and fame, the Angels Wing was originally made for Leonartas, Captain of the 8th Company. The jump pack was specially tailored to complement Leonartas’ reckless temperament, its machine spirit charged with safeguarding the wearer and his brothers on their way into battle. To this end, the Angel’s Wing incorporates Oracle-class counter-ballistic augurs and collision-avoidance wards. These still function, millennia later, and allow the wearer to advance at speed while effortlessly avoiding incoming fire.

JUMP PACK model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll.

Legendary Relics

ENCARMINE WARBLADE

This sword was carried by the Blood Angels First Captain, Raldoron, throughout the Great Crusade and the Horus Heresy. In the millennia since Raldoron’s death, the Encarmine Warblade has been bequeathed to only the greatest champions of the Blood Angels, each lime being returned to the vaults of the Arx Angelicum until a worthy warrior should once again arise.

The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Encarmine Warblade DEVASTATING WOUNDS LANCE
Encarmine Warblade DEVASTATING WOUNDS LANCE
Melee
6
2+
6
-3
3

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Sanguinary Initiate

In the gloaming realm of the Imperium Nihilus you have earned victories over your foes, purging their fell taint from many worlds and bringing the Emperor’s light to those devoid of hope.

  • You have completed one Oathsworn Campaign and promoted one or more units to Chapter Command or the Angels Ascendant.
  • One or more of your DEATH COMPANY units have gained one or more Battle Scars using the Flaw rules.
  • You have won two or more battles.


Hero of Baal

You have taken the fight to the Imperiums foes. By your hand have entire systems been reconquered, their resources and industry bent once more to the Emperors cause.

  • You have completed three Oathsworn Campaigns and promoted two or more units to Chapter Command or the Angels Ascendant.
  • One or more of your DEATH COMPANY units have gained two or more Battle Scars using the Flaw rules.
  • You have won six or more battles.
  • You have completed one or more Bonus Agendas from any of the Oathsworn Campaigns in this book.


Angelic Exemplar

You are an exemplar of Sanguinius martial code. The halls of the Arx Angelicum ring to the sound of your storied name.

  • You have completed five Oathsworn Campaigns and promoted five or more units to Chapter Command or the Angels Ascendant.
  • One or more of your DEATH COMPANY units have gained three or more Battle Scars and been removed from your Order of Battle using the Flaw rules.
  • You have won ten or more battles.
  • You have completed all three Bonus Agendas from all of the Oathsworn Campaigns in this book.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Boarding Strike

Space Marines excel in the sort of fast-paced, ferociously violent battles that erupt during voidship boarding assaults. Moving fast and hitting hard, they swiftly secure enemy vessels, or else sweep impertinent foes from their own warships’ decks.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to two of the following units (duplicates are not allowed):
  • INFANTRY CHARACTER (excluding TERMINATOR models)
  • PRIMARCH
You can include up to three of each of the following units:
You can include up to one of each of the following units:
You can include up to one of the following units:
You can include up to one of the following units:

Rules Adaptations

Units that can FLY lose the Deep Strike ability.
  • The APOTHECARY model loses the Narlhecium and Gene-seed Recovery abilities.
  • The ASSAULT INTERCESSORS WITH JUMP PACKS unit loses the Hammer of Wrath ability.
  • The CHAPLAIN WITH JUMP PACK model loses the Exhortation of Rage ability.
  • The CHIEF LIBRARIAN TIGURIUS model loses the Master of Prescience ability.
  • The HELLBLASTER SQUAD unit loses the For the Chapter! ability.
  • The INTERCESSOR SQUAD unit loses the Objective Secured ability.
  • The MARNEUS CALGAR unit loses the Master Tactician ability.
  • The ROBOUTE GUILLIMAN model loses the Armour of Fate ability.
  • The SICARIUS model loses the Knight Champion of Macragge ability.
  • The URIEL VENTRIS model loses the Master of the Fleet ability.
  • The CHIEF LIBRARIAN MEPHISTON model loses the The Quickening ability.
  • The DEATH COMPANY CAPTAIN models lose the Death Vision of Sanguinius ability.
  • The DEATH COMPANY MARINES WITH BOLT RIFLES unit loses the Visions of Heresy ability.
  • The THE SANGUINOR model loses the Miraculous Saviour ability.

Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Drive Home the Blade

The Adeptus Astartes launch their shipboard strikes with precision and lethal momentum, sweeping aside each new obstruct ion to their progress and pressing ever forward.

Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit.

Enhancements

Adamantine Mantle

Bestowed as a mark of honour, this venerated relic lends an extra layer of armour protection that proves especially useful amidst vicious void war.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

Clavitine Reliquary

A timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.

In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn.

Stratagems

IN THE EMPEROR’S NAME
1CP
Boarding Strike – Battle Tactic Stratagem
Space Marines will suffer any hardship and endure the savagery of the most monstrous foes to see their duty done.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
CERAMITE BULWARK
1CP
Boarding Strike – Battle Tactic Stratagem
The Space Marines present a wall of ceramite and plasteel shoulder guards to the breach as they force passage through.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that has not been selected to fight this phase.

EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
DUTY AND DEFIANCE
1CP
Boarding Strike – Strategic Ploy Stratagem
Even when wounded unto death, still the Adeptus Astartes fight on in hopes their final efforts will spell the difference between defeat and victory.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BATTLELINE keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
VOX-AMPLIFIED ROAR
1CP
Boarding Strike – Strategic Ploy Stratagem
In the echoing confines of a voidship, the deafening battle cries of the Space Marines evoke terror in the foe.
WHEN: Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Each target of that charge must take a Battle-shock test.

Pilum Strike Team

Comprising veterans in the theatre of ship-to-ship void war, pilum strike teams are cast through the void like a spear aboard shrouded boarding torpedoes to infiltrate key enemy warships. Once aboard, the Phobos-armoured Space Marines wage a terror campaign to destabilise the target vessel from within.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to three of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of the following unit:
  • HOUNDS OF MORKAI (5 or 10 models)

Rules Adaptations


Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Relentless Salvoes

These vanguard specialists stay on the move, laying down hails of fire to harass and disrupt their foes even as they hit-and-fade through chambers and corridors.

ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back.

Enhancements

Omni-Structural Auspex

A rare device with a potent and knowledgeable machine spirit, this implement analyses the integrity of foes’ armour and isolates weaknesses to exploit.

In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model (excluding CHARACTER models) makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1.

Void Warrior

Having mastered the arts of shipboard warfare over many battles, this warrior moves swiftly through them and strikes with unerring skill.

You can re-roll Advance and Charge rolls made for the bearer. In addition, the bearer is eligible to declare a charge in a turn in which it Advanced.

Stratagems

KNIFE WORK
1CP
Pilum Strike Team – Battle Tactic Stratagem
These warriors strike at their enemies'weak spots, aiming to silence the foe without raising the alarm.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
ENHANCED EFFICIENCY
1CP
Pilum Strike Team – Strategic Ploy Stratagem
Moving with alacrity, clearing each new space with exceptional speed and skill, the warriors of the strike team advance on their main objective.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn.
FIGHTING RETREAT
1CP
Pilum Strike Team – Strategic Ploy Stratagem
These warriors employ cover fire and frag charges to batter the foe as they fall back to new positions.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
MASTER MARKSMEN
1CP
Pilum Strike Team – Battle Tactic Stratagem
Every shot these warriors fire is placed for maximum impact and swift, decisive kills.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.

Terminator Assault

The Imperium has no finer or more perfectly suited warriors for cleansing the claustrophobic decks of voidships than Terminators. Each battle-brother is an army unto themself. Their armoured resilience is second to none, while their massive firepower allows them to turn gloomy corridors into killing grounds.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations

  • TERMINATOR ASSAULT SQUAD and TERMINATOR SQUAD units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • All units with the Teleport Homer ability lose it.
  • The ARJAC ROCKFIST model loses the Champion of the Kingsguard ability.
  • The BELIAL model loses the Strikes of Retribution ability.
  • The DEATHWING KNIGHTS unit loses the INNER CIRCLE ability.
  • The LOGAN GRIMNAR model loses the The Great Wolf ability.
  • The WOLF GUARD unit loses the Chosen Companions ability.
  • The WOLF GUARD PACK LEADER IN TERMINATOR ARMOUR model loses the Pack Leader ability.

Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Sacred Oath

Space Marine Chapters do not lightly commit their precious suits of Terminator armour to battle, nor the storied veterans who wear them. When they go to war, they always do so with a vital duty and a crucial target.

Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.

Enhancements

Seal of Indomitability

This ancient honour is said to fortify the machine spirit of a suit of Terminator plate against even the most dolorous of blows.

Once per battle, when the bearer’s unit is selected as the target of one or more attacks, it can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save.

Resolute

Allowing nothing to bar his path, this champion of the Chapter ploughs a bloody path through the foe.

The bearer is eligible to declare a charge in a turn in which it Fell Back. In addition, Desperate Escape tests taken for the bearer are automatically passed, and each time the bearer makes a Fall Back move, it can move through enemy models as if they were not there.

Stratagems

TOWER OF STRENGTH
1CP
Terminator Assault – Strategic Ploy Stratagem
Each individual Terminator is a walking fortress. When they stand together they are truly indomitable.
WHEN: Start or end of any phase.

TARGET: One Adeptus Astartes Terminator unit from your army.

EFFECT: Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

RESTRICTIONS: Each time you use this Stratagem, you cannot use it again until after your next Command phase.
FOCUSING SHRINE
1CP
Terminator Assault – Strategic Ploy Stratagem
An ancient device built into the structure of the teleportarium, this relic allows for incredibly accurate teleport assaults.
WHEN: Your Movement phase, at the start of the Reinforcements step.

TARGET: One Adeptus Astartes Terminator unit from your army that is in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways).

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
CARVE A PATH
1CP
Terminator Assault – Strategic Ploy Stratagem
Power fists, chainfists, and sheer servo-actuated armoured mass ensure that Terminators’ paths are never barred for long.
WHEN: Your Movement phase or your Charge phase.

TARGET: One TERMINATOR ASSAULT SQUAD unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You cannot use this Stratagem more than once per turn.
CLEANSING SWEEP
1CP
Terminator Assault – Battle Tactic Stratagem
Refined during the clearance of infested space hulks, these methodical tactics ensure no angle of approach goes undefended.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One TERMINATOR SQUAD unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
Combat Doctrines
Gladius Task Force Detachment

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.

ADAPTIVE STRATEGY
1CP
Gladius Task Force – Strategic Ploy Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

The ADEPTUS ASTARTES and INFANTRY keywords are used in the following Space Marines datasheets:

The ADEPTUS ASTARTES and MOUNTED keywords are used in the following Space Marines datasheets:

NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control.

EFFECT: That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

The BLACK TEMPLARS keyword is used in the following Space Marines datasheets:

Dedicated Transports
Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.
22.01 Aura Abilities
Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.

While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.

A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
01.05.02 Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. When a rule lets you re-roll one or more dice, the following points apply:
  • If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then you must re-roll all of those dice again.
  • You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
  • A re-rolled dice is still considered to be a dice roll and, as such, any rules that can be triggered by a dice roll can also be triggered by a re-rolled dice.

The AIRCRAFT keyword is used in the following Space Marines datasheets:

The ANCIENT keyword is used in the following Space Marines datasheets:

Mounted Character

The APOTHECARY keyword is used in the following Space Marines datasheets:

Mounted Character

The ARTILLERY keyword is used in the following Space Marines datasheets:

The BATTLELINE keyword is used in the following Space Marines datasheets:

The BLACK TEMPLARS keyword is used in the following Space Marines datasheets:

Dedicated Transports

The CAPTAIN keyword is used in the following Space Marines datasheets:

Mounted Character

The CENTURION keyword is used in the following Space Marines datasheets:

The CHAPLAIN keyword is used in the following Space Marines datasheets:

Infantry Epic Hero
Mounted Character

The CHAPTER MASTER keyword is used in the following Space Marines datasheets:

Infantry Epic Hero

The DEATH COMPANY keyword is used in the following Space Marines datasheets:

The DEDICATED TRANSPORT keyword is used in the following Space Marines datasheets:

The EPIC HERO keyword is used in the following Space Marines datasheets:

Vehicle Epic Hero

The FORTIFICATION keyword is used in the following Space Marines datasheets:

Fortifications
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The GRAVIS keyword is used in the following Space Marines datasheets:

The GRENADES keyword is used in the following Space Marines datasheets:

The INFANTRY keyword is used in the following Space Marines datasheets:

The LAND RAIDER keyword is used in the following Space Marines datasheets:

The LIBRARIAN keyword is used in the following Space Marines datasheets:

Mounted Character

The LIEUTENANT keyword is used in the following Space Marines datasheets:

The MOUNTED keyword is used in the following Space Marines datasheets:

The PHOBOS keyword is used in the following Space Marines datasheets:

The PSYKER keyword is used in the following Space Marines datasheets:

Infantry Epic Hero
Mounted Character

The SANGUINARY PRIEST keyword is used in the following Space Marines datasheets:

Infantry Epic Hero
Mounted Character

The SPACE WOLVES keyword is used in the following Space Marines datasheets:

The TECHMARINE keyword is used in the following Space Marines datasheets:

Infantry Character
Mounted Character

The TERMINATOR keyword is used in the following Space Marines datasheets:

The TITANIC keyword is used in the following Space Marines datasheets:

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

The ADEPTUS ASTARTES and PSYKER keywords are used in the following Space Marines datasheets:

Infantry Epic Hero
Mounted Character
Space Marine Chapters
  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

The datasheets using AGENT OF THE IMPERIUM and DEATHWATCH keywords can be found in the following Factions:

Imperium: Imperial Agents, Space Marines.

The AGENT OF THE IMPERIUM and DEATHWATCH keywords are used in the following datasheets:

FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
[MELTA]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

The VANGUARD VETERAN SQUAD keyword is used in the following Space Marines datasheets:

DEEP STRIKE24.09

There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

The BATTLELINE and ADEPTUS ASTARTES keywords are used in the following Space Marines datasheets:

Interlocking Tactics
Bastion Task Force Detachment

Employing the full breadth of combined arms tactics taught by the Codex Astartes, mainstay squads hit and fade, blunting enemy attacks while acquiring auspex data to guide the targeting of their more heavily armed comrades.

ADEPTUS ASTARTES BATTLELINE units from your army:

Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1.
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
Adaptive Defence
Ceramite Sentinels Detachment

These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe’s every attempt to advance and dislodge them.

Each time an ADEPTUS ASTARTES model from your army makes an attack, if that model’s unit is within a terrain feature, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

ADEPTUS ASTARTES units from your army gain the ENTRENCHED keyword while all of the following are true:
  • That unit is within a terrain feature.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
[CLEAVE]
[CLEAVE]24.06

With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
While included in a Fulguris Task Force Detachment following units have SPEEDER keyword:

02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
02.02.02 Ignore Modifiers
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
Biomancy Discipline
This unit has +2" M.
Divination Discipline
This unit’s attacks can:
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Telepathy Discipline
This unit’s attacks can ignore modifiers to BS, WS and hit rolls.
Telekinesis Discipline
Ranged attacks that target this unit have -1 S.
Pyromancy Discipline
This unit’s ranged attacks that target an enemy unit within 12" of this unit have +1 AP.

The INFANTRY and PHOBOS keywords are used in the following Space Marines datasheets:

The BLOOD ANGELS and EPIC HERO keywords are used in the following Space Marines datasheets:

FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
Red Thirst
Liberator Assault Group Detachment

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.

RESTRICTIONS
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

The DOOMED tag is used in the following Space Marines detachments:

The DEATH COMPANY and CHARACTER keywords are used in the following Space Marines datasheets:

03.03 Coherency
A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
  • Within 2" horizontally and 5" vertically of at least one other model in that unit.
  • Within 9" horizontally and 5" vertically of every other model in that unit.

REGAINING COHERENCY
In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.

WHAT IS COHERENCY?
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

COHERENCY
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.

The CHARACTER and JUMP PACK keywords are used in the following Space Marines datasheets:

[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

The GRACE tag is used in the following Space Marines detachments:

Legacy of the Angel
Angelic Inheritors Detachment

Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus. Sometimes, they even touch upon the uncertain gift of prophecy that was said to be their gene-sire’s boon and his curse.

At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all ADEPTUS ASTARTES CHARACTER units from your army.

Sanguinary Grace: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Carmine Wrath: Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Their Appointed Hour: You can re-roll Advance and Charge rolls made for this unit.

Restrictions
Your army can include BLOOD ANGELS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.

The BLOOD ANGELS, INFANTRY and CHARACTER keywords are used in the following Space Marines datasheets:

Space Marine Chapters
  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; Impulsor; Repulsor; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.
TERMINATOR HONOURS

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.

The ADEPTUS ASTARTES, MOUNTED and CHARACTER keywords are used in the following Space Marines datasheets:

RELIC OF THE PRIMARCH

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter’s history.

Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does, until the start of your next Command phase, the bearer has the following ability:

Relic of the Primarch (Aura)
  • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
  • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.

The DEATH COMPANY and INFANTRY keywords are used in the following Space Marines datasheets:

The DEATH COMPANY and CAPTAIN keywords are used in the following Space Marines datasheets:

The BLOOD ANGELS and CHARACTER keywords are used in the following Space Marines datasheets:

Mounted Character

The CHARACTER, DEATH COMPANY and INFANTRY keywords are used in the following Space Marines datasheets:

The JUMP PACK and CHARACTER keywords are used in the following Space Marines datasheets:

The CHARACTER and TERMINATOR keywords are used in the following Space Marines datasheets:

The ERADICATOR SQUAD keyword is used in the following Space Marines datasheets:

The CHAPLAIN and JUMP PACK keywords are used in the following Space Marines datasheets:

Infantry Epic Hero
Infantry Character

The PHOBOS and LIEUTENANT keywords are used in the following Space Marines datasheets:

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